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Designer Diary: Belfort – From Inspiration to Publication

Jay Cormier
Canada
New Westminster
British Columbia
designer
Avatar
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Typically, we would wax poetic on how we came up with the idea for Belfort and slaved and slaved over it – lacking sleep, sustenance and hygiene – until it became the game it is today.

At least, that's what we think a Designer Diary usually is. Instead, we thought we'd flip the script on its head and give you an "insider's view" of how Belfort came to its final form from the perspectives of the playtesters, the developer, the artist, and the manufacturers. By the end, you should have a pretty good sense on how a game like Belfort gets out of our heads and into your hands.

But we should spend a minute or two on the genesis of the idea for Belfort.

From Humble Beginnings

Belfort comes from very humble beginnings. Very humble. Twenty-four tiles humble.

June 18, 2007 was the first day we thought of this as a game. Since we live on either side of the country (Sen being in London, Ontario and Jay in Vancouver, BC) we keep track of all our thoughts on a private forum. Belfort actually started as a small 24-tile-based game! Here's the exact transcript – complete with typos and spelling mistakes – of our first couple of posts on the forum about Belfort:

Quote:
OK – another idea – which is an amalgam a couple other ideas.

Take that idea about building castles with orcs and elves…add in the paperclip idea and whammo – you have a weird idea that might not make a great game!

Well – I'm still mashing it around in me noggin…so it might turn out to be an actual full-fledged game…but the intention is to make another pocket game.

Ok onto my idea:

each player has a card for each type of resource (not sure how many). On those cards there is a chart or grid of numbers from 1-5 or so. So the idea with this is – when you accumulate more resources – you slide your paperclip to the appropriate number. So each person would have 3-5 of these resource cards.
each person would have a card for each type of worker – with a grid of numbers along it as well.

It rambled on quite a bit, but then two days later, we posted this, which looks a lot more familiar (though orcs were replaced by dwarves eventually!).

Quote:
OK – so there are 3 resources and 2 types of creatures:

-elf
-orc
-wood
-stone
-metal
-1 elf can make 1 wood
-1 orc can make 1 stone
-1 elf and 1 orc can make 1 metal
-Each player (2 players only currently), takes their 3 resource cards – which now also has spots for their elves and orcs. The idea would be – if you collect resources or creatures – then you'd put a paper clip on the card indicating how many you had.
-There are 4 cards that make up the castle town (each one the same tho). In the town there are 6 different buildings:

-wall x2, tower, house, inn/pub and castle section

Each structure requires different resources to complete:

-wall: 2 stone,
-tower: 2 stone, 1 metal
-house: 3 wood
-inn/pub: 3 wood, 1 metal
-Castle: 1 wood, 3 stone, 1 metal

Once we played this 24-tile pocket game, we immediately knew it had to be a bigger game and started scribbling down ideas. Right from the start, we knew it was going to be a pentagon-shaped castle! Why? We don't know! We just found it captured our imagination.


Even within the first inklings of the concept, there were a lot of solid ideas that survived in some shape or form to the final game. Not all ideas made the final cut, though (thankfully!), and we have our playtesters to thank for that, primarily.

•••

The Playtesters

We thought you might be interested to "listen in" on some of our recent discussions with a few of our Playtesters: Marc Casas-Cordero, Xavier Cousin and Michael Emond.

Sen: Thanks, guys, for taking the time to reminisce about Belfort's humble beginnings from waaaaaaay back in 2007.

Jay: So, what are your earliest memories of Belfort?

Marc: As an early playtester, I remember the five wedges forming a pentagon to describe the city of Belfort from the get-go. I am glad to see the concept has survived through all the development iterations.

The use of dwarves and elves as resource gatherers was also there but at the time that is all they did. There was no management of these guys – just have them produce!!!!

The main game play was much more about positioning in the city and that seemed to be the primary place for tactical choices. It still remains an important aspect of the game, but it seems better balanced now by the resource management and other aspects of the game.

Xavier: What I can remember is that it was the same game overall with buildings to build, building upgrades that needed gnomes and resources that were pretty tough to handle. (You wanted more but couldn't fr@#'in store much!)

Sen: That's right – we had Storehouses as one of the buildings back then and that limited how much you could store. You playtesters gave us feedback that limiting how many resources you had felt too restrictive – and hence, it is not part of the game any more.

Michael: I don't know if all of my memories can be trusted but I also vaguely recall that there was a dragon that could be summoned and destroy some of your buildings. I remember it as less focused than the current version but all the key elements were there, waiting to be highlighted and tweaked so they were more playable.

Jay: Yes – the dragon! We used to have a dragon in the game but ended up removing it. And because we no longer had a dragon, we no longer needed warriors. Here's an image of one of early player aids. You can see that you had to make Warriors! And next is a photo of an early playtest. In that one we got rid of the dragon and added an approaching Orc Horde! They're both gone now.

An early player aid shows many differences from the final game: Gold was a resource and not currency;
Buildings had abilities but there were no Gnomes; Warriors existed to battle the dragon or approaching Orc Hordes!

Sen: Are you happy or sad that they're gone?

Michael: So very happy they're gone! I think the key story element to this game is getting resources and building structures. Things like the dragons and the warriors felt forced into that story and the dragon, especially, was not a fun game element. You think everything is going okay and you've played well … BOOM here is the dragon to mess up everything!!

Xavier: The idea was fun, but I remember playing with the dragon and it didn't really work. It was too many things I think to handle and plan ahead so I bid it adieu with no regrets.

Marc: I can't really remember them so they must have been nuisances.

An early playtest session with the Orc Horde track visible in the top right.
Jay: Now we know that your input has changed the game a lot…

Sen: That's what playtesters are for!

Jay: Exactly! Which elements in the final game do you think you had some impact on based on your playtests and feedback? What would be your "claim to fame" regarding Belfort?

Michael: My feedback was along the lines of, "Too complicated - Streamline the game more!" and I think that's what has happened. In a sense, the current game has just as many elements as before but they fit together more logically instead of feeling like they were tacked on like a LEGO house.

Before there also seemed to be a lot more ways to score points that made it a headache to keep track of all the things you needed to be doing. I noted that it was hard to determine what you should be doing as a player to maximize your score – it was only in hindsight you could figure this out. While I am not sure how much this has really changed, it definitely feels less complicated in its current version.

Marc: I would like to think I said, "Wow, guys, the board looks fantastic! Do not change a thing!" but I can't honestly say how I contributed to the game except that I suffered through the early iterations! It's like sitting through the unburned early musicals of Stephen Sondheim – except that musicals are shorter.

Sen: Ha! We're the first to admit that the first few iterations of any game can be challenging. That's we're so grateful for having playtesters like you guys!

Jay: We couldn't do it without you!

Xavier Cousin
Sen: In some of the original versions, you could build any building you wanted anywhere on the board without needing a specific card in your hand. What are your thoughts on what's improved or what's missing since that decision?

Marc: I think the move to building cards is a smart one. It definitely improves the early game as players are not overwhelmed by the choices of the entire city. Furthermore, without building restrictions it was easier to hang on to leads in area majority thus reducing the overall suspense of the game. The choice of building what you want is also limited by your resources and that is a more interesting game decision.

Xavier: Yeah, there was way too much thinking and less fun since you always had the possibility to go anywhere you wanted.

Michael: I think it works well for two reasons:

• It helps focus me on what I can be doing. Yes, it restricts your decisions but that also has the benefit of focusing your decisions and simplifying the number of things you can do at any one time.

• It adds some luck without it making the game too luck-based. So it adds a nice element of chance that can spice up any game and creates more variability from game to game.

Jay: Previous incarnations of the game had gold in it, but it was just another resource used to make buildings. Alex Cann, one of our other playtesters who couldn't be reached for this interview, brought up the fact that a common currency was needed to streamline decisions. How has the addition of gold as currency changed the economy of Belfort?

Xavier: Gold is good to have since, without it, the game was a little "naked" in possible things to do. There's only so much you can do with just the wood, stone and metal, so having a treasury to buy stuff makes it a little richer without making things too complicated.

Michael: It works because you can channel some of the different ways to get points into one common point system (gold) and allows for the addition of taxation. Overall, I think that was a smart move since it helps me, as a player, to be able to understand how one move (building a new building) relates to another move (getting more resources) in terms of overall scoring.

Jay: Oh yeah, the concept of taxation came from another playtester, Matt Musselman. He thought it would be a great idea to help those in the back make a bit of a comeback. And it was a great idea!

Sen: Well, thanks so much, guys, for sharing your early experiences of the game with us.

Jay: And thanks again for all your playtesting efforts! They certainly helped make Belfort the game it is today.

•••

The Developer

Belfort was four years in the making from initial seed in our brains to final product on game tables everywhere. Next up, we're sitting down with Belfort's developer and a fellow game designer, Seth Jaffee (Terra Prime, Brain Freeze, Eminent Domain).

Sen: Welcome, Seth! Good to talk with you again. Tell us – what motivated you and Michael [Mindes, owner of Tasty Minstrel Games] to sign Belfort initially?

Seth: We played it at GAMA and I was really happy with the overall feel of the game. It really fired on a lot of different cylinders for me, much like Homesteaders did when I first played that.

Jay: Which, coincidentally was how we met. You were playtesting an almost finished prototype of Homesteaders and I asked if I could play – not knowing you were part of the publisher team! But enough about you – more about Belfort!

Seth: Well, I thought it could use some polishing, but I saw a lot of potential there. It was clear to me, in talking to Jay, that a lot of thought had gone into the game. At the time, Michael and I didn't have a long list of great games to publish, so we thought this would be a good one to add to the list!

Jay: Thanks for making that choice – we appreciate it! For other designers out there, what are some things that designers can do that make their games appeal to a publisher?

Seth: I'm not sure I have a good answer to that except to say something generic like, "Make it awesome!" I know that I like and appreciate thorough games that are well thought out. It's also got to have some kind of "hook" – many games are solid structurally, but have nothing to really capture attention; they come across as just mediocre to me.

Jay: I remember you and Michael talking to me at GAMA after playing it for a second time. Michael mentioned that he would like a shot at publishing it, but wanted some time to develop it further. That's where you come in as you're Belfort's developer. What's the role of a developer on the team?

Seth: My role is to find games with that spark, that potential, and then make sure that potential is realized. Basically, I get to say, "I think this game would be better if…" and then I get to see if I was right! My goal is for the game to feel to me like a real, finished game that I would want to play again and again.

Sen: Is there a timeline for that goal?

Seth: The best answer to that is "yes and no". I would like to have more time to concentrate on the games so that they can get finished up and published faster, but having a full-time job puts a bit of a damper on that. Also, it's tough to find willing playtesters as often as I'd like. So it's very difficult to stick to any particular timeline! I'm trying to improve that though.

Jay: What's the process of developing a game that you didn't design?

Seth would mock up the components with Post-it notes and such!
Seth: The process is basically an iterative playtest: consider changes, tweak, playtest some more, repeat. Considering changes includes listening to players' comments as well as my own ideas, so it's important to pay attention during playtests.

Jay: It's been very interesting as designers to work with a developer (i.e. you!) on a game we designed. As designers we're very happy with the game and have had it playtested numerous times to get it to the place where Tasty Minstrel was interested. But then to have you develop and tweak it even further has been really interesting as you definitely added to the overall balance of the game. What were some of the things that you knew you wanted to tweak immediately?

Seth: It's tough to remember specifically what happened with Belfort, but I recall that there were some things I knew should change right off the bat. Other changes came up over time and testing, and some changes didn't work out or even got reversed. Some of the things that I remember changing over the course of development were things like:

• Costs of the buildings (and balance of powers)
• Number of spaces and how many workers a player can send to the Village
• Placing workers one at a time (until passing) vs sending as many workers to your buildings as you want at a time (and only once per turn)
• When you collect things from buildings compared to Income
• Guild configuration (and specifics of powers)
• Scoring specifics
• Exactly how the Trading Post worked (I can't remember the original version, but I see notes that it changed!)
• Cost of walls

Stuff like that. Mostly details, but some significant structural changes. In all cases, my proposed changes were in an effort to accomplish what I thought the game was already trying to achieve. I was not out to change the game per se – just to find a better way!

Sen: We think you did an admirable job! Out of all the changes made, what do you feel is the biggest improvements that you and your playtesters made to Belfort?

Seth: I think the biggest improvement was probably changing the game length – jumpstarting the early game and reducing the total number of rounds so that players have turns to get things done, but the game ends in a reasonable amount of time on the clock.

Jay: A fine balance, indeed! And speaking of balance, how do you balance your vision of what a game could be with the designers' original intentions? As a designer yourself, is it hard developing other people's designs?

Seth: I actually think it's easier to develop someone else's idea than to design and develop my own game from the start. When picking up another designer's idea, they've already done a lot of work so I can pick and choose the parts of theirs that I think are working and I can try to fix the parts I think need work.

Jay: Were there any areas that were "off-limits"? I don't specifically remember any really! But do you have to get approval for any changes by the designers or the publisher?

Seth: I think that once they sign a game, a publisher can pretty much do what they want, and I have heard stories of themes and rules being changed without the designer's knowledge or approval. I've also heard that some designers, such as Reiner Knizia, put stipulations in their contracts requiring that they must approve all significant changes to rules. I personally like to keep the designers in the loop, so when I think of a change to the game, I usually run it by the designer – it might be something they've already tried, and I am not out to reinvent the wheel. It's also helpful because the designer can playtest changes with a different pair of eyes and different players, making for more testing of any proposed change.

With Belfort, I didn't consider anything "off limits", but I did discuss each change with you guys.

Sen: That's right – I remember. We were always excited to see on the forum that you had another playtest and had a few new ideas or tweaks to suggest.

Jay: I, too, remember having great debates – in a totally friendly way – about the merits of certain game mechanics. In the end, more playtesting always answered our questions.

Sen: Early on there was a chance Belfort could be more serious with humans as all the workers instead of elves and dwarves. Were there any other thoughts of changing the theme of Belfort?

Seth: I don't think I ever considered changing the theme of the game; I liked it the way it was. I also secretly thought to myself that the light fantasy setting of the game might be the land where the TMG logo dragon lives!

Jay: And astute observers of the final game board can see that you are correct! Thanks for your time and effort, Seth! Belfort wouldn't be the same without you!

•••

The Artist

Now let's take you into the creative world of one Josh Cappel. Hailing from Toronto, Josh is a fellow member of the "Game Artisans of Canadian" and his artistic skills grace many a game, including Pandemic, Endeavor, Terra Prime, and the upcoming Pirates vs. Dinosaurs, to name but a few. He is also the co-designer behind Wasabi (currently enjoying its third printing, thank you very much) alongside Adam Gertzbein. So the fact that he had time to talk to us was pretty fortunate!

Jay: Hey, Josh, thanks for your time! First off, although it's been said many times, thank you so much for the beautiful art for Belfort! We love it!

Sen: Absolutely! So tell us – how did you come to be the artist for this project?

Josh: A mysterious scroll was appeared on my windowsill one morning. I cracked the seal and before I knew it I was magically bound to the task of illustrating Belfort. Okay, not really…

Jay: Did Tasty Minstrel Games come to you out of the blue? Were there other artists in the running?

Josh: Belfort is my second game for Tasty Minstrel; I did the art and design for Terra Prime last year. They did ask me to put in a bid, so there may have been other contenders for the gig. Luckily for me, they didn't accidentally hire several artists at once and have no choice but to turn it into a competition. Though I feel I could have won it, if they had.

Sen: Yep, I think you would have too! So, what did you think of Belfort when you read the rules and saw the prototypes? What was your first impression?

Josh: Honestly? My very first first impression was, "Pentagonal board? Cool!" I am a sucker for the visually interesting. After a quick pass at the rules, my impression was "Okay, it's Caylus with a fantasy theme." I suspect that a lot of people will leap to the Caylus comparison simply because the central story is that the players are building a castle of sorts, and because there is some worker placement.

First impressions are misleading, though! Belfort doesn't share much at all with Caylus. The game structure is entirely different, there's a spatial aspect that is very central to game play, resource-gathering is less cutthroat, and the choices available to the player are many and varied at any given time. It has its own feel, and the feel is "interesting". I hope that sounds as complimentary as I mean it.

Jay: Yes, it does – and we are thankful for your praise!

Josh: Playing Belfort, I find I am often struck by the depth of a given decision, and interested in the reasons I might or might not make the decision. Take buying a building: Can I afford the cost? If not, can I exploit one of the many resource-gathering/juggling mechanisms to manage it? Does it grant me income? What special actions does it grant me? Will I need to staff it with a Gnome? What on-board location should I claim if I do buy it? And so on, all with cascading implications for the future. I am always interested in my options during the game, engaged in the possibilities that open up from any choice. Good meaty fun – never boring, never scripted.

Sen: Well, that concludes our interview – no need to hear more after such kind words like that!

Jay: Ha! Well, maybe a few more questions! Tell us what the best part of working on "Team Belfort" was. I mean, besides being around the awesomeness that is Sen and Jay.

Josh: The best part of working on Team Belfort was that we cobbled together a game world that I think has the potential to be the setting for other future games. It just feels fun to me.

Jay: And what was the most challenging part? Besides the fact that you had to be around Sen and Jay, that is.

Josh: The most challenging part was reconciling the level of detail I decided to paint, with the schedule we were on. The gameboard was incredibly difficult. Keep in mind that the board is a pentagon, and I did the city in an overhead isometric view. That means I had to figure out how to illustrate the differently-shaped buildings of each district rotated 72º from the previous one, while keeping the perspective consistent and each building immediately recognizable despite the rotation. Seventy-two degree rotation. Easy, right? YOU try it. Turns out, not so easy.

Jay: Here's an image of the first draft of the board for Belfort. Now it sure is purdy, but the final board is a million times better (he said, without hyperbole).


Sen: I know we were surprised that you were going for that look when we saw the first segment of the board. We were excited about what it would look like when it all came together, but realized that you just signed yourself up for a crazy amount of work!

Josh: Add to that the insane decision to populate the city with hundreds of teeny little denizens all going about their business, and you have yourself a task of lengthy proportions. Luckily for me, the good folks at Tasty Minstrel loved my early game board samples enough to extend my deadline so that I could achieve it.

Sen: Luckily for us, too! We love the game board and couldn't be happier with how it turned out, so thanks for all your effort.

Jay: There are so many treats throughout that game board! I can't wait for other gamers to experience everything that's going on just on the board. And just so that doesn't make it sound like the board is confusing – what I mean is that with all these tiny people all over the place, you can get lost just looking around and finding little stories all over the place!

Sen: I think I spent a good hour just looking at the board when I first got it! Any clues as to the meaning of some of the Easter Eggs?

Josh: Well, there are a few Tasty Minstrel shout-outs. Michael Mindes himself is actually present on one of the board segments, although I added him in between preview approval and print file delivery… so he hasn't noticed it yet! Surprise! There are a few references to my previous Tasty Minstrel Game, Terra Prime. And at least a couple of references that board game geeks might pick up on, if they have sharp eyes. A lot of the stuff going on in the streets of Belfort isn't "easter eggy" per se, but it's definitely a lively town that I hope players will enjoy exploring.

Jay: Can you describe the working relationship between you, us and Tasty Minstrel? How is it working with people without ever physically meeting?

Josh: Actually, I have only ever worked for publishers that I have never met in person, so it's pretty normal for me. The working relationship with you and Jay was ideal. You guys are creative and enthusiastic designers who (since you have a long-distance working relationship with each other already) know how to communicate easily and effectively online in a way that moves things forward. I would love to be involved in any of your future designs, of which I am certain many will get published. Tasty Minstrel Games and me are old pals by now. Since Belfort wrapped I have already started and finished another game, Martian Dice, and have just signed on for a fourth. I expect that I will still be providing art for Tasty Minstrel Games when we are all old and grey.

Jay: Nice! I haven't played Martian Dice yet, but want to give it a spin, or a roll as it were.

Sen: Great to know that there will be an unending supply of Josh Cappel illustrated board games in our future!

Jay: So does that mean that board game art is your full-time job, or do you have a 9-to-5 job in the real world? It's difficult to imagine you working in a cubicle somewhere!

Josh: Pretty much full-time. I do take on non-game-related projects occasionally, but the great majority of my work is in games.

Sen: That's so great to know that you can make your living off of providing such happiness to people who play the games you illustrate! You helped shape the world of Belfort as an anachronistic fantasy realm with a solid dose of humour. How did that come about and what lead to things like "100% Ent Free" rulers?

Josh: Early in the development process I wrote to Michael (head of Tasty Minstrel Games) and asked him if he was certain he wanted to do Belfort in this fantasy standard universe. Elves, Dwarves, Gnomes – you see them a lot in games and I didn't want Belfort to get lost in the mix because the theme was overplayed. His response was that to create unique fantasy races would be fun and cool, but it would keep us from exploiting the tropes already established about the existing fantasy races that would facilitate player comprehension. Get it? Basically by giving players a fantasy setting that they are already familiar with, it's a little less overwhelming when they first approach the game. So, working within that framework but aiming to stand out a bit, I decided to ramp up the personality, a.k.a. the funny.

Jay: I was surprised by how much humour you added to the game…which is pretty much all of the humour! Belfort wasn't inherently a funny game before you had it, with the possible exception that we were using goofy looking elves, dwarves and gnomes in our prototype.

Josh: Actually, it all started with the Gnomes, I think. You guys set up the Gnomes as workers that players can add to their buildings to make them run more efficiently. From there I just sort of expanded on the idea that the Gnomes are intense bureaucrats, and that of course meant that Belfort's parent kingdom has a strong cluster of Guilds and Committees and Departments that keep things running under the surface of it all. Then for some reason I started dropping in anachronistic props for the Gnomes. In various places you'll see clipboards, wristwatches, paperclips, coffee cups…

Sen: Wristwatches? Wow – I haven't seen that yet! Now I have to go back and pour through the art again to find that!

Josh: Another big factor was the basic idea that this worker-placement resource-management castle-building game was set in a world with magic and monsters. Naturally, these sorts of elements would be part of the everyday life of Belfort's citizens, so I decided to play up the matter-of-fact relationship with the fantastical.

Jay: Yeah, I love how it feels like there's a lot of red tape in this world and it's very bureaucratic. There's none of that in the game play really – but it adds to the anachronistic humour you created.

Sen: You were given a lot of latitude when doing the graphic design of the rulebook and you put your own spin on the text. We loved it so much that we all went with that humourous vibe and you received extra credit for your contributions. For others out there interested in the board game biz, was this an unusual case for you or is this normal expectation of an artist when doing the text and graphic layout of a rulebook? What initially compelled you to try to revise and improve the flow of the rules? Was there any resistance from the publisher at all?

Josh: It is definitely not normal for game artists, but it is par for the course for me specifically. Rulebook editing is one of my strengths and is an added service that I pitch to publishers; it's part of what they are paying for when they hire me. I feel that my job is to provide the best possible clarity for the players via engaging illustration, effective component design, and smartly-presented rules. I never change the functional mechanisms of any game rules; that would be overstepping my boundaries. However, I do what I can to improve how the rules are communicated to the player. Sometimes that means reorganizing the flow, defining game terms consistently, standardizing language/tense/voice throughout, and writing solid examples of play. Often I alter components during the design process and that means that the rules are outdated by the time I get to them so they have to be rewritten to fit.

Jay: The rules to Belfort are definitely the best I've ever seen in terms of layout, comprehension and artistic design. It makes me want to play the game! It's very inviting. But it's not just rules, you also wrote a lot of flavour text throughout the rules.

Josh: Yeah, I love writing flavour text, and when I started inserting little touches here and there in the components, the whole team reacted very positively. From there I continued the trend into the rulebook. You two and Seth (Tasty Minstrel's developer) built a very strong and extensively-tested set of rules; that stable foundation allowed me to really pour on the personality.

Sen: There are a lot of guilds in the world of Belfort. What guild isn't in the game that'd you'd like to see?

Josh: It's hard to say without playing the game a lot more than I have. Usually those kinds of ideas come from repeated plays where you can start to say to yourself, "Wouldn't it be cool if you could __________?" The Guilds are one area that definitely remains open for expansions. This is evident when you notice that we put the build cost of each Guild on its tile (even though they all cost the same) instead of printing it onto the game board. This was done deliberately in case we decide to add a Guilds expansion where the new Guilds have different costs. That being said, there are at least two other Guilds mentioned in flavour text; the Rules Lawyers' Guild and the Clipboard Makers' Guild. Not sure if they'll ever make a non-cameo appearance, but at least we know there are other Guilds in Belfort than the twelve game tiles!

Sen: And tell us about the blue-skinned creatures you added to the game world. What are they called and what is their role in Belfort? Where do they stand on the subject of Dwarf-Troll relations and will we be seeing more of them in the future?

Josh: Ah, the Goons. Big tough guys. The came about to fill an archetype gap. For some reason we decided during development that Trolls are not well-regarded in Belfort; you'll see occasional anti-Troll comments here or there. That animosity doesn't feature in game play at all, but you two had mentioned that there was a possibility of a future aspect to Belfort where the city would be under attack by "greenskins", a generic term for typical fantasy monstrous humanoids like goblins, orcs, trolls, etc. So, once it became clear that I would be illustrating a big bustling city, it was requested that I didn't include any greenskins in the mix, setting up this future possible conflict.

In the end I did include a smattering of them scattered about. Aside from a few random pedestrians, a couple are playing dice with a Dwarf at one of the Pubs, and there's one that actually has a stall at one of the Markets selling some decidedly evil-looking trinkets. I wanted a Trollish sort of creature to act as burly hired muscle in the city, so I painted up the Goons. They can be found mostly guarding Banks and Gatehouses. One is helping out in the background of the game's box. I envision them as strong, quiet, loyal hirelings. Handy to have around in a fight… maybe one day we'll find out.

Final game board

Jay: Look into your crystal ball: If there were to be a future expansion to Belfort, what do you think it might be about?

Josh: Belfort under attack! I'm not sure whether that could be done as an expansion, though. Maybe an outright sequel. Mark my words, we will return to the Belfort world for another game project. I have actually begun the process of converting one of my own existing game designs so that it is in the Belfort universe. We've talked a little bit about future plans, so I have an inking of where things might go with a possible sequel, mechanically.

Sen: If there was a "Super Grand Ultra Deluxe 10th Anniversary" edition of Belfort (think the 3-D version of The Settlers of Catan), what would you want to see in it?

Josh: Ask me in nine years. That's when I expect to begin working on it!

•••

The Manufacturer

In our final interview for our "Belfort: From Inspiration to Publication" designer diary, we meet with Richard Lee of Panda Manufacturing, the Canadian company that handled the manufacturing aspects of Belfort for Tasty Minstrel Games. Panda has been setting the standard for having games manufactured in China in recent years. Belfort is a solid example of the work they can do.

Richard: Hey Jay! Hi Sen! Well, Panda offers full manufacturing, sourcing, quality control, testing, and shipping services to game publishers all around the world. Our primary printing and assembly factory is located in Shenzhen, but we source components from all over China.

Sen: How did you find yourselves in this role?

Richard: My brother, Michael, and I have always been avid gamers and fans of the gaming industry. In 2007, Michael partnered up with our primary printing facility in China that specialized in commercial printing (books, magazines, packaging). With the help of some industry experts, he discovered that it was possible to create high quality board games in China that could match the quality of German-produced games. After all, the Chinese printers had access to the same materials and machinery as the Germans. It was simply a matter of workmanship, expertise, and experience.

Not long afterwards, he started offering the printing services to board game publishers and attended major gaming conventions to promote Panda Game Manufacturing.

Jay: So, are you hardcore gamers or game designers yourself?

Richard: We have been gamers for as long as we can remember and have always enjoyed tinkering with games and creating house rules. While we wouldn't consider ourselves game designers at the moment, we do have some rough designs that we have worked on over the last few years. We look forward to the day when we will be able to bring one of our own games to market.

Sen: Tasty Minstrel didn't use Panda for their first couple of games and their early woes with moisture are, by now, a cautionary tale in the board game publishing world. How does Panda Manufacturing ensure that this doesn't happen?

Richard: Printed components made in China can be subject to very humid conditions, which can lead to warped components or even worse – mouldy components! Panda's manufacturing process places a strong emphasis on ensuring that all components are properly dried in a specially-created climate control room. Component moisture levels are consistently monitored and brought down to American and European levels.

Jay: Seriously? That's really interesting! But why does it take about 30 days to fully manufacture a game?

Richard: Actually, it takes more than 30 days to manufacture a game. Typically, after a publisher uploads their graphic files to our FTP site, we need 2-4 weeks in the pre-press and sample production stage to ensure that files are print-ready and that custom component samples are made properly before we kick off full production. In fact, we don't start full production until our clients approve a proofs-and-materials package that contains full-colour proofs, a mock-up of the game, and sample materials and components. After we start full production, the average game takes 45 days to complete. Of course, this depends on the complexity of the project as well as the total quantity of the order.

Sen: So it's not as simple as pressing "Print", huh? Got it! Take us through some of the steps that Belfort went through to get through production.

An example of a die-cut for a punchboard (but not one of Belfort's)
Richard: There are many steps to producing a board game, but here are some of the most important steps along the way:

· Creation of printing plates
· Colour matching
· Printing
· Creation of die-cuts
· Component sourcing
· Component quality control checks
· Assembly of games
· Packing in cartons & Palletization

Jay: What was the most difficult aspect of production for Belfort?

Richard: Overall, Belfort is a fairly standard production with wooden pieces, cards, punchboards, and a game board. However, the game board is a unique pentagon shape that consists of five kite-shaped pieces. To ensure that the game board pieces would fit together nicely, we printed all five game board pieces together and then cut the board into the kite shaped pieces to ensure a proper fit. This required additional pre-press work as well as carefully calibrated die-cutting machines.

Sen: Cool, that's pretty neat! The board is a thing of beauty! But there is no insert to hold things in Belfort – is this something that's common? If so – why?

Richard: After sending the publisher the proofs and materials package, which included the "white dummy" mockup of the game, we realized that the submitted box specifications did not allow enough room for an insert. Rather than adjust the box size (which increases both production and shipping costs) or reduce the thickness of components, the publisher chose to remove the insert from the game.

For games that do not have many wooden or plastic components, it is not uncommon for them to be produced without inserts. Belfort includes 12 Ziploc-style bags, so there is plenty of storage to keep the game organized.

Jay: Ah, that's actually great to know! As of the writing of this interview, we haven't received our copies of the game yet and I was wondering if it was coming with bags or not. Yay!

Sen: And how much does each copy of Belfort weigh?

Richard: The weight of one game of Belfort is 1.65Kg. (Ed: That's 3.64 pounds for you Imperalists.)

Jay: That's pretty hefty! If great games were determined by weight, then we'd be right up there! It could have been heavier because I remember we originally wanted Befort to have custom-sculpted elf/dwarf/gnome figures but the cost was prohibitive.

Richard: Yes, plastic components are fairly expensive, especially for smaller sized print runs (anything under 5000 games). That said, some publishers really want plastic components in their games and believe they can justify a higher retail price for the game. We have actually done plastic components for some orders as low as 2,000 in the past, but this usually adds at least $3 or $4 more to the production costs.

Jay: But what's actually cheaper to use as a material? Paper, wood or plastic? What are the pros and cons of each?

Richard: Generally, paper is cheaper than wood, and wood is cheaper than plastic. Cardboard tokens are fairly cheap since you can fit many of them on a single punchboard. Wooden components have low set-up costs and are faster to produce whereas plastic components require an expensive mould set-up fee but have a lower price per unit afterwards. For smaller print runs wooden bits are cheaper than plastic bits, but for large orders sometimes plastic is cheaper than wood.

Punchboard tokens are great because printed images and text will show up clearly on them. However, they have the downside of being two-dimensional. Wood and plastic are more durable and are good for custom 3-D shapes. However, if you are designing a game where the pieces must be identical, keep in mind that wood pieces are prone to higher variances between pieces.

Sen: Has there been any really expensive game bit that you've had to manufacture?

Richard: Panda hasn't actually been contracted to produce any game with a single component that has been especially expensive, but in terms of games that have been more expensive to produce overall, the following come to mind:

· Tales of the Arabian Nights (with a special finish on the box and a huge book of tales)
· Merchants & Marauders (with plastic ships, custom bone dice, a cardboard treasure chest, wooden bits, and just about every cardboard component you can think of)
· Eclipse (an upcoming epic space game for a Finnish publisher – Lautepelit games)

Sen: Has Panda ever manufactured anything with electronics in it?

Richard: Panda has never produced a game with an electronic component. However, we are always looking for new and interesting ways to help our customers develop games of exceptional quality. In general, when working with new factories it is important to account for additional time to allow for more thorough quality control checks. In addition, we would encourage publishers considering electronics in their games to look into CPSIA and customs regulations related to toy testing standards for electronics.

Jay: If we were to do an expansion to Belfort, what should we consider from a manufacturing perspective?

Richard: Be sure to let us know if certain components need to be color matched to previous editions. For example, some card game expansions need extremely careful color matching. Otherwise, cards would be "marked" and the game might be unplayable. Also, you may want to consider advertising the expansion right in the base game. Many larger companies put game catalogues in each of their games. Lastly, there are optimal sizes for game boxes and boards, as well as optimal quantities for card decks. We would encourage you to contact us early so we can provide more specific advice for your game and find ways to help you save on costs.

Sen: For publishers thinking about manufacturing through you, what are some of the things they should know up front regarding both Panda Manufacturing and working with a production plant in China? What are the dangers of not using someone like yourself when dealing with printers in China?

Richard: It is not easy to be a successful board game publisher. You need to have an excellent marketing and sales strategy, great customer service, talented individuals, and of course fun games! Nor is it easy to be a successful board game manufacturer in China. We need a strong network of suppliers to provide quality components for all our games, and a dedicated team on the ground to ensure that colour matching, quality control, and shipping logistics are all carefully conducted.

Our service allows our clients to focus on their core business and be relieved of manufacturing headaches by letting us handle their production. Manufacturing a board game requires many small steps, many handoffs, and cooperation across many factories and companies. While there is always a chance that things can go wrong, Panda has built a reputation for standing by its customers and working with them to resolve any issues fairly and expediently. We take great pride in producing great quality games as well as solving problems if they do arise.

Jay: Is there anything else the world needs to know about Panda Manufacturing and the Lee brothers?

Richard: Panda regularly attends major gaming conventions such as GAMA, Origins, Gen Con, and Spiel. Feel free to email us at sales@pandagm.com to setup a face-to-face meeting. We would be happy to discuss your upcoming project – or just hang out and chat over a casual board game!

•••

That concludes our (lengthy) designer diary about how this game started as an idea and ended up getting published and put on store shelves.

More information about Belfort and its designers, Jay Cormier and Sen-Foong Lim, can be found on their blog BamboozleBrothers.com, where this diary originally appeared in four parts during August and September 2011.
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Subscribe sub options Sun Sep 25, 2011 7:03 am
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Brian McCarty
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Baggies (or an aftermarket Plano) are are almost always better than an insert. Inserts typically only work if the box is horizontal, and even if you store you boxen that way, trasporting them vertical is easier.

Nice diary!

Brian
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  • Posted Sun Sep 25, 2011 1:44 pm
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**MOSHIN' JOSH** [Here to have fun!]
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That's quite a detailed designer diary! Interesting stuff, and an intriguing game with great artwork!

Being born and raised in London, Ontario, and currently living in Cambridge, Ontario while working in Toronto, I was curious to know more about this design team. In the process, I turned up a couple of amusing facts.

Sen-Foong Lim and Jay Cormier have teamed up to design 2 games together - Belfort and Train of Thought. They have also both taken the time to rate both their games, as have Seth Jaffee and Michael Mindes of Tasty Minstrel Games, who published both games.

Sen's rating of Belfort: 10/10
Sen's rating of Train of Thought: 10/10
Jay's rating of Belfort: 10/10
Jay's rating of Train of Thought: 9/10
Seth's rating of Belfort: 10/10
Seth's rating of Train of Thought: 10/10
Michael's rating of Belfort: 10/10
Michael's rating of Train of Thought: 10/10

laugh
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  • Posted Mon Sep 26, 2011 2:09 am
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RB
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squash wrote:
Sen's rating of Belfort: 10/10
Sen's rating of Train of Thought: 10/10
Jay's rating of Belfort: 10/10
Jay's rating of Train of Thought: 9/10
Seth's rating of Belfort: 10/10
Seth's rating of Train of Thought: 10/10
Michael's rating of Belfort: 10/10
Michael's rating of Train of Thought: 10/10

laugh


Boy, Train of Thought must really stink!
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  • Posted Mon Sep 26, 2011 3:10 am
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Boyd Blundell


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squash wrote:
That's quite a detailed designer diary! Interesting stuff, and an intriguing game with great artwork!

Being born and raised in London, Ontario, and currently living in Cambridge, Ontario while working in Toronto, I was curious to know more about this design team. In the process, I turned up a couple of amusing facts.

Sen-Foong Lim and Jay Cormier have teamed up to design 2 games together - Belfort and Train of Thought. They have also both taken the time to rate both their games, as have Seth Jaffee and Michael Mindes of Tasty Minstrel Games, who published both games.

Sen's rating of Belfort: 10/10
Sen's rating of Train of Thought: 10/10
Jay's rating of Belfort: 10/10
Jay's rating of Train of Thought: 9/10
Seth's rating of Belfort: 10/10
Seth's rating of Train of Thought: 10/10
Michael's rating of Belfort: 10/10
Michael's rating of Train of Thought: 10/10

laugh



I'm curious as to why someone would take the trouble to do that kind of research and write such a post (other than the obvious, ie, that you're a complete jerk). Would a designer be expected to rate their own games low? Why would anyone go through the incredible hassle of publishing something if they thought it sucked?
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  • Posted Mon Sep 26, 2011 3:33 am
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jefF, There are some who call me... DuneKitteh
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Useless rollover, booya! Dune Kitty says, "deal with it."
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nolaboyd wrote:

I'm curious as to why someone would take the trouble to do that kind of research and write such a post (other than the obvious, ie, that you're a complete jerk). Would a designer be expected to rate their own games low? Why would anyone go through the incredible hassle of publishing something if they thought it sucked?


WAT? I.... ummmm, WAT?

Somebody missed the Train of Thought here, alright... lighten up Francis.
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  • Posted Mon Sep 26, 2011 4:16 am
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Daryl Andrews
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@Squash
I cant say I know Sen or Jay - but Im looking forward to gaming with them soon. I have interacted briefly with Sen and he has been great to chat with. You will have to come visit me in London, and join us for a game some time Josh!
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  • Posted Mon Sep 26, 2011 4:36 am
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Sen-Foong Lim
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Thanks for rushing to the defense, Boyd - I don't think Josh had any ill intentions with his post; sometimes the internet and sarcasm don't mix

Daryl, Jay and I are looking forward to meeting you and your crew and getting some gaming in over October/November!
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  • Posted Mon Sep 26, 2011 1:55 pm
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**MOSHIN' JOSH** [Here to have fun!]
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"Sometimes game rulebooks are meant to be used as a guide - not chiseled into stone tablets as scripture. If using a specific rule makes a game more fun for you, then it is not only your right - but it is your duty to change it." --Rob Bell
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nolaboyd wrote:
squash wrote:
That's quite a detailed designer diary! Interesting stuff, and an intriguing game with great artwork!

Being born and raised in London, Ontario, and currently living in Cambridge, Ontario while working in Toronto, I was curious to know more about this design team. In the process, I turned up a couple of amusing facts.

Sen-Foong Lim and Jay Cormier have teamed up to design 2 games together - Belfort and Train of Thought. They have also both taken the time to rate both their games, as have Seth Jaffee and Michael Mindes of Tasty Minstrel Games, who published both games.

Sen's rating of Belfort: 10/10
Sen's rating of Train of Thought: 10/10
Jay's rating of Belfort: 10/10
Jay's rating of Train of Thought: 9/10
Seth's rating of Belfort: 10/10
Seth's rating of Train of Thought: 10/10
Michael's rating of Belfort: 10/10
Michael's rating of Train of Thought: 10/10

laugh



I'm curious as to why someone would take the trouble to do that kind of research and write such a post (other than the obvious, ie, that you're a complete jerk).


Oh, it was no trouble at all, but I think you've misunderstood the motivation behind my "research". And since you're curious, I'll take the time to explain! Because a couple of these guys were local to my area, I wanted to know a little more about them. So, as I quite frequently do when a specific BGGer catches my eye, I went to their profile pages, read what they had written there, checked out their "interests" section, and took a peek at the games they had rated the highest. While doing so, I just happened to stumble upon a pattern with regard to rating games in which they had a financial interest.

Of course, that neither proves nor refutes the fact that I'm a complete jerk! devil To get a more accurate assessment of that, you'd have to check out all my other BGG contributions.


nolaboyd wrote:
Would a designer be expected to rate their own games low? Why would anyone go through the incredible hassle of publishing something if they thought it sucked?


The answer to both those questions is a very obvious "of course not". I think a better question to pose is, "Is this questionable business practice for those who are personally and financially invested in the games, or is this simply normal business practice?" They have every right to do so, of course, but I'm always somewhat amused when a game designer and/or publisher rates their own game a 10 on BGG, even though it happens with what is for me a surprising level of frequency.


Cheers, and happy gaming!!
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  • Posted Mon Sep 26, 2011 2:56 pm
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**MOSHIN' JOSH** [Here to have fun!]
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beloveserve wrote:
@Squash
I cant say I know Sen or Jay - but Im looking forward to gaming with them soon. I have interacted briefly with Sen and he has been great to chat with. You will have to come visit me in London, and join us for a game some time Josh!


Just to be clear, Daryl, I'm not making any statements about the character of these gentlemen. If I were to meet them in person, it wouldn't surprise me at all to discover that they were wonderfully kind and intelligent people, as many in this great community are. And yes, I hope it won't be too long before we find ourselves sitting around the same gaming table again, although with a 19-month old and a 2-week old at home now, I might need to have the visit happen in Cambridge rather than London! zombie
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  • Posted Mon Sep 26, 2011 3:00 pm
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Sen-Foong Lim
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squash wrote:

nolaboyd wrote:
Would a designer be expected to rate their own games low? Why would anyone go through the incredible hassle of publishing something if they thought it sucked?


The answer to both those questions is a very obvious "of course not". I think a better question to pose is, "Is this questionable business practice for those who are personally and financially invested in the games, or is this simply normal business practice?" They have every right to do so, of course, but I'm always somewhat amused when a game designer and/or publisher rates their own game a 10 on BGG, even though it happens with what is for me a surprising level of frequency.


Cheers, and happy gaming!!


This is an interesting point.

Really, I do it (rate the games) because I truly love the games I make. Both Belfort and Train of Thought are games that I will never say no to, that I will want on a desert island, that I would save from a burning house... by whatever arbitrary metric you wish to hold it up against, I will always rate these games at the top end of the scale, if not the top.

Questionable business practice would imply that I care if I make a dime off of these games, which I actually don't. I'm doing just fine without the small bit of residual income I gain from designing games. I design for the love and the joy of seeing a game I made bring happiness to other people.

I personally dislike BGG's rating system, even with the Bayesian stats they use. What might be better is a system where each person rated their top 10 or 25 games. Period. And they had to put them in ordinal value. So their most favourite game would get 10 points, while their least favourite of their top 10 games would get 1 point. And then go from there with averages, etc. etc. with a game being ranked by average with ties going to the game with the most number 1 ratings, etc. Of course, this really doesn't answer every question. There would be a ton of games with virtually no information on them, I'm suspecting, and a few with a lot.

I suppose, though, my strongest answer to this is that if someone has the right to dump a 1 on a game without ever playing it (which some people do for the strangest reasons - like...not supporting a game which releases expansions too quickly (?) or not liking the sport of boxing so a game about the sport gets a low rating (???)), then I, as someone who has played the game more than once, has the right to rate it highly.

Should BGG take away the rights of anyone with Game Designer or Game Publisher in their status to rate their own games (or, at an extreme, any game)? It's a fairly small business. I have a ton of contacts within the field and like many of the games my colleagues make. Would I be forbidden from weighing in on their games? Would I be forbidden from rating a direct competitor's game poorly?

I have actually thought of stopping rating of ANY game altogether and not participating in that part of BGG. But then, I was a gamer before I was a designer. Have I been elevated to such a lofty position that I can't muck about with the commoners? I don't think so. I still play other games and have opinions about them.

I guess a similar circumstance could be actors being interviewed about the latest movie they've been in. They all say it was a great script, that director X was a dream to work with, that you should all go see the show... What else are they expected to say? They're often asked about the favourite movie they worked on...or their favourite director...or what they're enjoying out in the theatre at the moment. In my past life as a musician/DJ, I used to be asked about my influences, what my top 10 / playlist was. In fact, it was odd not to have my playlist published along with an interview. And chances are, the top spots on my playlists were my own dubplates. It was both how the game is played and the truth.

Anyway...how about that Designer Diary? I rate it a solid...whoops!
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  • Posted Mon Sep 26, 2011 4:28 pm
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**MOSHIN' JOSH** [Here to have fun!]
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senfoonglim wrote:
squash wrote:

nolaboyd wrote:
Would a designer be expected to rate their own games low? Why would anyone go through the incredible hassle of publishing something if they thought it sucked?


The answer to both those questions is a very obvious "of course not". I think a better question to pose is, "Is this questionable business practice for those who are personally and financially invested in the games, or is this simply normal business practice?" They have every right to do so, of course, but I'm always somewhat amused when a game designer and/or publisher rates their own game a 10 on BGG, even though it happens with what is for me a surprising level of frequency.


Cheers, and happy gaming!!


This is an interesting point.

Really, I do it (rate the games) because I truly love the games I make. Both Belfort and Train of Thought are games that I will never say no to, that I will want on a desert island, that I would save from a burning house... by whatever arbitrary metric you wish to hold it up against, I will always rate these games at the top end of the scale, if not the top.

Questionable business practice would imply that I care if I make a dime off of these games, which I actually don't. I'm doing just fine without the small bit of residual income I gain from designing games. I design for the love and the joy of seeing a game I made bring happiness to other people.


Thank you very much for taking the time to reply!

I want to congratulate you guys on getting a second game published, and I hope you have a huge amount of success with both games, such that the "small bit of residual income" turns into something a little more substantial! cool

I agree with you that BGG's rating system isn't perfect, and I personally don't rely too heavily on a game's rating as an indicator of whether or not I might enjoy the game. Certainly the fact that this feature is available to all users leaves it open to abuse, whether it is someone who has never played a game rating it a 1, or someone giving a game a 10 just because other people have given it a 1, or a designer having all their friends register on BGG to give 10 ratings. Sure, they have a right to do so, just as a game designer or publisher has a right to rate their own game a 10, but I think that this form of "gotcha" rating is childish at best and unethical at worst - certainly more so than the situation with the designers/publishers. Ultimately, this site is a very open site that is built upon user-generated content, so we have to take the good with the bad.

I can't speak for the practices of other industries, but it seems to me that BGG could potentially be the largest marketing opportunity for a game like Belfort (whereas Train of Thought would likely receive more attention in more "mainstream" game/toy shops). The higher its rating ends up being, the more attention it is going to naturally receive, so perhaps piling on as many 10 ratings as possible is a good marketing strategy. I just personally think it takes away from the credibility of the game and its perceived popularity when I see this taking place, but that's just one gamer's perspective.

Anyhow, I hope I haven't completely derailed your excellent designer diary. whistle (If nothing else, perhaps the forum activity will draw more viewers to this page!). And I hope you have a smash success on your hands with Belfort!

Cheers, and may you continue to bring happiness to other people through future game designs!

-Josh
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  • Posted Mon Sep 26, 2011 5:18 pm
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Ken Maher
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Thanks Sen,

I really appreciated your comments on this. I agree with everything you say, and I would add one further point too.

It seems to me that Jay's Diary makes it pretty clear that a game like Belfort is not solely the work of the designers (not even by a long shot!). In giving the game a good rating are you not also acknowledging the work of the artists, and publishers, the playtesters, and everyone else who had an important hand in crafting the game?

Sometimes I wonder about the ratings, especially when a number is thrown out there but no reasons are given. If you want to rate something low because you don't like that style of game, or want to rate it high because you like the artwork, giving that reason with the rating will help others make a more informed decision regarding the game in question. And really, while you might appreciate the honesty of a designer who rates their own game unkindly, would ANYONE really give it a descent look?

I personally like to know that the designer of a particular game thinks highly of the work they have done ... just so long as they don't go thumbing all their own posts
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  • Posted Mon Sep 26, 2011 5:22 pm
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Sen-Foong Lim
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Spot on, Ken. We specifically did this Designer Diary in this way because we, too, feel that there are a lot of unsung heroes in this industry.

Jay and I believe that everyone who plays one of our games and provides us with feedback or takes part in the production / manufacturing somehow places their own fingerprint on it, no matter how subtle. Whether you were mentioned in the thanks in the rules, are included in this interview, or just played the game with us at a convention prior to it being fully published, you have affected our decisions in how the final product turned out either by confirming what we thought was a good way to do something or giving us critical feedback about something that could use a second look. Some playtesters, and definitely the developer, have even radiacally changed our outlook on things to the point where we might be the ones who built the sandbox, but they're the ones who built the castle in it.

The design and development process, to me, is synergistic to the highest order. And with the core playtesting team we have, the relationship we have with the developer/publisher, and the amazing dynamic that occured with Josh on the artwork and revisioning of the game world...let's just say that if we had published Belfort as it was in our prototype, even with good artwork, I don't know if I could have honestly rated it a 10. Because of the amazing journey we had from start to finish with this and the evolution of the game from 24 cards it humbly began as to what it is today, I personally think it's a 10 now.

To me.

So no, it's not unbiased. But then again, neither are any of the ratings on this site, no matter what anyone says - whether they are designers, professional reviewers, publishers, artists, or just casual gamers. People rate what they like highly and thus, by that nature alone, the ratings on BGG are highly subjective. I put a caveat in all of ratings for games I've designed or am part of the playtesting / development team. Hopefully people will see that and figure that it's an honest rating of how I feel about the game.

Sadly, in some ways, Squash is right about the numbers meaning something as well - our contacts in distribution tell us that some stores order solely on what the BGG score is...and that if the score is less than a 7, they won't even consider the game. How many absolutely great games (in your personal opinion) are there that have a score of 7 or less. Wouldn't it be horrible if none of them got to the store fronts just because of an inadequate rating system?

In the end, I will up my geekfactor and paraphrase The Prisoner and state unequivocably:

"Belfort is not a number!"

It is a game that needs to be played in order to ascertain whether you really like it or not. You can't just look at the box or read the rules or look at the ratings and *KNOW* if it's a "good game" or not. It only really comes to life when played with other people.

Just like any other game.
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  • Posted Mon Sep 26, 2011 6:52 pm
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**MOSHIN' JOSH** [Here to have fun!]
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senfoonglim wrote:
- our contacts in distribution tell us that some stores order solely on what the BGG score is...and that if the score is less than a 7, they won't even consider the game.


I'm very sad to hear that. Many of my favourite board games have BGG ratings of less than 7. But it certainly helps to explain why designers and publishers might be eager to boost their games' BGG rating by whatever means necessary.

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  • Edited Mon Sep 26, 2011 10:06 pm
  • Posted Mon Sep 26, 2011 7:45 pm
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Ken Maher
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I've actually seen a store manager going through the BGG ratings to decide whether or not they would order a game that someone had suggested. It is indeed very sad as it places unnecessary limits on our beloved hobby. Such bias can only exclude potential gamers instead of opening it up to more and varied players. (I say this fully realizing that the average game store owner can only have so much stock at a time, and must cater to the crowd he serves).

I look at games like Cribbage and Euchre, neither of which rank above a 7. Or Sorry (named in the latest Kobold newsletter by not one but TWO very well known designers as one of the games they first fell in love with - that shaped them as designers)which barely scores above a 4!

There are days when I agree that I'm looking for something more substantial than Sorry, but then again there are days when I don't have (or am unwilling to give up) 3 hours to play the latest and greatest brain-burner on the What's Hot list.

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  • Posted Mon Sep 26, 2011 9:36 pm
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Daryl Andrews
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Getting back on topic. I just want to thank Sen & Jay for posting this epic designer diary. Makes me understand and appreciate game development even more. Im so excited to try out this game. Knowing the story behind the game, makes me root for the game's success more too.

Also, it inspires me to want to make games, and/or be more involved in the game making process.
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  • Posted Mon Sep 26, 2011 10:55 pm
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Sen-Foong Lim
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We're always looking for a few good playtesters
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  • Posted Mon Sep 26, 2011 11:33 pm
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Seth Jaffee
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senfoonglim wrote:
Some playtesters, and definitely the developer, have even radiacally changed our outlook on things to the point where we might be the ones who built the sandbox, but they're the ones who built the castle in it.

I humbly submit that my contribution to building the castle in that sandbox is worth at least 50 points! I HAVE THE KEY TO THE SANDBOX! I AM THE CASTELLAN OF SANDBOX BELFORT! Woo Hoo!
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  • Edited Tue Sep 27, 2011 11:37 pm
  • Posted Tue Sep 27, 2011 11:24 pm
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Seth Jaffee
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Quote:
Sen: Early on there was a chance Belfort could be more serious with humans as all the workers instead of elves and dwarves. Were there any other thoughts of changing the theme of Belfort?

Seth: I don't think I ever considered changing the theme of the game; I liked it the way it was. I also secretly thought to myself that the light fantasy setting of the game might be the land where the TMG logo dragon lives!

Regarding this question, there's something more that I forgot to mention, or maybe hadn't solidified thoughts on at the time of this interview...

In Belfort, there are Elves and Dwarves, and the main difference between the two are that Elves collect Wood and Dwarves collect stone. In all other instances they're interchangeable. If the theme were more mundane, the rule would be that "Worker type A collects stone, and Worker type B collects Wood..." - sure, we could have called the workers "Stonecutters" and "Lumberjacks" or something if they were human, but as we'd already said, we liked the theme being light fantasy.

But why the standard Elves and Dwarves? Why not make up our own races? Because people already associate Elves with forests and Dwarves with Mining. Like saying "a picture is worth 1000 words" - it makes sense to utilize things that people are already familiar with!

Maybe this is why there are so many fantasy themed games on the market - because when you have 'units' in a game that are sow and strong, and other units which are quick and have ranged attacks (for example) - Dwarves and Elves come to mind automatically. The easier it is for a player to remember which unit does what, the sooner they can start playing the game in earnest, concentrating on strategy and tactics rather than rules.

In the case of Belfort, maybe some people will find it easier to play because they already know that if they want wood, they'll be sending their elves to get resources (without having to cross reference the rules or the icons on the collection board).
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  • Posted Wed Sep 28, 2011 1:24 am
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Thomas Taylor
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I was kind of on the fence, and I have to say, this incredible Designer Diary put me way over the top. Placed my pre-order this morning with TMG.

Great work guys, would love to see more like this.
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  • Posted Wed Sep 28, 2011 9:47 pm
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David Marley
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I too finished reading the diary here, I then watched drakkenstrikes video and lastly ordered the game. The main reasons I ordered were:
1. Having the back story to the game is really cool (feel you really are part of the story I suppose)
2. I love the artwork
3. I'm a sucker for worker placement games - I know there are a lot out there and some are tired of this mechanic but it interests me.
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  • Posted Fri Sep 30, 2011 1:05 am
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A. B. West
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Completely cool designer diary! Love it. You're absolutely right: there are a great number of very hard working folks that take a game from idea to store shelf. Thanks for featuring them.

I own Belfort (bought it at GenCon) and find it to be very good indeed. Well done!
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  • Posted Fri Sep 30, 2011 2:36 am
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Houserule Jay
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Wow what a write up! Thanks for this glimpse into the entire huge process very well done
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  • Edited Fri Sep 30, 2011 7:13 pm
  • Posted Fri Sep 30, 2011 7:12 pm
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