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Designer Diary: The Long Path of the Farmer

Grant Rodiek
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"This is definitely better than your last game."

Believe it or not, that back-handed compliment delivered shortly after the first playtest of Farmageddon was when I thought I might have something interesting. I had spent months subjecting my friends to a terrible sci-fi civ-building game I had created, so to hear a little praise – even praise with a caveat – was definitely a good sign.

When I began working on Farmageddon, I set out with a few goals in mind. First, I wanted to create a simple, fast game that my less nerdy friends would enjoy. Believe it or not, I looked at Farmville and set a goal of making a more interesting farming game. In Farmville, you plant crops, wait for them to be ready, then harvest them. I took that as inspiration, then added competition and a little strategy on top of it all.

After a few months of testing and a few more months waiting for the brilliant Brett Bean to finish the art, I released Farmageddon on the print-on-demand site The Game Crafter. I thought, "Surely people will enjoy this low-cost, silly game!" I was partially correct, but mostly fairly wrong.

The problem is that I underestimated how much work even a simple game required to be good. I didn't test sufficiently – can you ever? – and I failed to edit my rules enough to catch some glaring typos. My aunt, a retired teacher, called me to criticize the editing on her copy! It was embarrassing and shameful, but there was a glimmer of hope. Most people didn't hate the game; they just didn't enjoy it. I'm an optimist, so I decided to fix the problems and make it a much better game.

Crop rotation, Pesticides, Crop Insurance

After mailing dozens of copies to bloggers, old college roommates, Facebook fans, the occasional curious farmer from BoardGameGeek, and fellow designers, I've done just that – made it a much better game. As I look back on this year-plus of development, it's interesting to reflect on some of the most fundamental changes.

Josh Edwards provided the harsh, but excellent feedback that the game lacked fundamental strategic choices, such as the ability to obtain more crop cards or defend your holdings. He also noted that the game was often won by the player who drew the best cards, which led to my multi-month pursuit of balance and subtlety, not haymakers.

Cyrus Kirby at Father Geek and I exchanged dozens of emails discussing every single element of the game. He came up with numerous house rules and cards, some of which you'll see in the final game – cards like "Rented Land", which helped address a balance issue favoring the first player. Cyrus also wrote an incredibly kind and enthusiastic review, which gave me the huge emotional boost and charge to seek out a publisher. It was people like Cyrus who pushed me to make Farmageddon great – that, and the picture of his young son beaming with my game in his hands.

Around this time I also removed money from the game, a fundamental change that removed fiddly components and tightened every element of game play. It's as if I took a huge wrench to a loose bolt and just cut off the flow of garbage. You could say this was the turning point. From there on out, many of the new cards used crops as a currency, which added strategy and depth – two beautiful things for a game.

After playing the game countless times, my friends would speak up about cards they hated: "Foul Manure" is fiddly; "Crop Insurance" is annoying and isn't powerful enough; "Foreclosure" is too powerful; I want to be able to harvest instantly. I tested every variant, cut favorite cards, and fixed old problems that persisted for too long. Game design is a long, bumpy road of smoothing out a good idea and turning it into a fantastic experience.

Bodacious Broccoli, Jazzy Coffee, Stinky Truffle – all from the included FrankenCrops mini-expansion

I encountered a great couple on BoardGameGeek, Jim and Nicole, who have tested the game for months. Every time I sent them a change or a new card, they'd try it out and provide me with feedback. I cannot thank them enough. And of course Phil Kilcrease, the man behind 5th Street Games, has been watching the game from afar for a really long time. He would read my rules and even cut up the entire print-and-play to try it. Without him, the game wouldn't be what it is today.

Finally, every time someone said, "I was confused here" or "I didn't get this", I revised the game and asked for their feedback. You'd think the two hundredth time you open the document you'll get it right, but the search for crystal clear rules is a goal all designers should seek.

Farmageddon was designed to bring out at a dinner party when the conversation runs dry. It's designed for hardcore gamers in between Euros at game night. It's designed for parents and their children, roommates enjoying a few beers, or a gamer and his or her non-gamer significant other. It has truly been an effort of the passionate boardgaming communities on Twitter and BoardGameGeek. I am so thankful for your thoughts and ideas, and I cannot wait for you to play the final version.

Happy farming to all! If you're interested, check out the game on Kickstarter. You can read the rules and watch a quick video explaining how to play. If you have any questions or comments, we'll be watching the comments section. Thanks!

Grant Rodiek
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21 Comments
Subscribe sub options Fri Feb 17, 2012 6:30 am
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JJL
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It's always great to read about when hard work, humility, vision, and an open mind get rewarded. Congrats and here's wishing for continued success with Farmageddon and your future games!
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  • Posted Fri Feb 17, 2012 8:08 am
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Stefan D
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The Game looks incredible and just from reading the different reviews you can tell it has a great mechanic! It's a no brainer to back this on Kickstarter!
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  • Posted Fri Feb 17, 2012 10:23 am
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Grant Rodiek
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Thank you for your kind thoughts. The choice was to either take the feedback and make a good game, or be arrogant and have junk. I wanted something good!
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  • Posted Fri Feb 17, 2012 12:46 pm
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Robert Burke
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Great post. Thanks.
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  • Posted Fri Feb 17, 2012 1:07 pm
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Stephen Avery
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Hey Grant. I *love* the art on this. Despite it not really being my type of game, I'm looking forward to trying this. Good luck on your game!

Steve"More Armageddon than Farmageddon"Avery
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  • Posted Fri Feb 17, 2012 1:46 pm
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Ben Stanley
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It looks awesome to me, Grant. 5th Street Games keeps impressing me and seems to be doing everything right while securing fun looking titles all the time. Best of luck in the KickStarter!
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  • Posted Fri Feb 17, 2012 2:18 pm
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Grant Rodiek
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Thanks Ben! Phil (5th Street founder/owner) has been an awesome partner.
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  • Posted Fri Feb 17, 2012 2:27 pm
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Hunter Bennett-Daggett
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Well, I was loitering on the sidelines, but what the heck. It sounds like a fun game and it's a good deal. I'm in!
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  • Posted Fri Feb 17, 2012 3:12 pm
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David Boeren
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I wanted to chime in here a bit.

Overall, I'm skeptical of most Kickstarter games. You've got (typically) an unknown designer, and you don't have the assurance of a big game company saying "WE thought this was good enough to pick up".

It's only recently I think that some of the Kickstarter designers have started "doing it right" by providing more open information about their games and sending review copies to get reviews posted on BGG early enough for us to make informed decisions *before* the timer runs out. Also, spending the time and effort to polish the game, let's not forget that!

So kudos on being part of this crowd, the ones who are doing it right.

To be honest, I mostly prefer longer and heavier games. Farmageddon isn't my cup of tea, but because you've been open with information about the game I can tell that up front and I appreciate that. I'm still considering picking up the game as something to play with children, and I consider the goodwill you've generated by giving us enough information to make an informed choice to be a reason to pick up Farmageddon over another simple card game for this niche.
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  • Posted Fri Feb 17, 2012 3:29 pm
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Grant Rodiek
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Your points are insanely valid, David. I've been burned by a few bad Kickstarter and print on demand games myself. I didn't want a single player to come away from Farmageddon thinking "sloppy." We won't be able to use KS much longer if we don't make high quality games.

Last July the print on demand of Farmageddon *was* sloppy but that's been fixed. I can fish up blog posts on Farmageddon's development if you're interested. Thanks for reading and thank you for your words and support.
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  • Posted Fri Feb 17, 2012 3:37 pm
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CW Karstens
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dboeren wrote:
... and sending review copies to get reviews posted on BGG early enough for us to make informed decisions *before* the timer runs out. ...


Before the huge Kickstarter popularity, KS games were not accepted by big name game reviewers because they were considered prototypes. I had gotten many rejections to review my game on the premise that it was not fully manufactured. I agree that it is great that KS reviews are now an option and available.
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  • Posted Fri Feb 17, 2012 4:10 pm
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David Boeren
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3dragonfly wrote:
dboeren wrote:
... and sending review copies to get reviews posted on BGG early enough for us to make informed decisions *before* the timer runs out. ...


Before the huge Kickstarter popularity, KS games were not accepted by big name game reviewers because they were considered prototypes. I had gotten many rejections to review my game on the premise that it was not fully manufactured. I agree that it is great that KS reviews are now an option and available.


Interesting, I wasn't aware of that. Glad to hear it's no longer a problem though.

While "big name" reviewers are certainly a plus, at least for my sake I'm happy to read reviews from anyone who's a good review writer as long as they can clearly communicate what I want to know about the game.
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  • Posted Fri Feb 17, 2012 4:23 pm
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Cyrus Kirby
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3dragonfly wrote:
Before the huge Kickstarter popularity, KS games were not accepted by big name game reviewers because they were considered prototypes. I had gotten many rejections to review my game on the premise that it was not fully manufactured.


I found that to be absurd and eagerly sought out KS projects in hopes they would be willing to work with me with prototype copies, assuring them that a "pretty game did not a good game make". I am also very sensitive to the fact that prototypes cost a great deal of money and never felt slighted when they rejected my offer.

I am a huge fan of entrepreneurial game designers and the indie market. There is a great amount of passion, energy, and creativity in that space that deserves our rapt attention and gratitude for constantly pushing the envelope and breaking new ground.

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  • Posted Fri Feb 17, 2012 4:50 pm
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Eric Leath
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dboeren wrote:
Overall, I'm skeptical of most Kickstarter games. You've got (typically) an unknown designer, and you don't have the assurance of a big game company saying "WE thought this was good enough to pick up".


But that's exactly why Kickstarter is great. Why should the large publishers get to decide what's good and what's not? At some point in their history, publishers like Mayfair, RGG, et al. were in the same boat that up and comers like Tasty Minstrel, Clever Mojo, and 5th Street games were.

Likewise, unknown designers have to be given some sort of leeway in order to break into the business. Klaus Teuber had someone give him a chance, as did Donald X., as did Uwe, as did Reiner at some point.

The answer, to me at least, then seems to be "don't be a sheep" rather than "distrust the newcomer." If you're going to be a sheep however, at least be a cute one that gets itself illustrated into the expansion to Farmageddon.
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  • Edited Sat Feb 18, 2012 6:09 am
  • Posted Fri Feb 17, 2012 5:31 pm
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Grant Rodiek
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I currently intend for the Sheep in the Expansion to wear a monocle. His name (tentatively) is Woolsworth the Third. I'm most excited about having a cow with a Pickelhaube helmet, however.
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  • Posted Fri Feb 17, 2012 5:50 pm
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David Boeren
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Whisperhand wrote:
But that's exactly why Kickstarter is great. Why should the large publishers get to decide what's good and what's not? At some point in their history, publishers like Mayfair, RGG, et al. were in the same boat that up and comers like Tasty Minstrel, Clever Mojo, and 5th Street games were.

Likewise, unknown designers have to be given some sort of leeway in order to break into the business. Klaus Teuber had someone give him a chance, as did Donald X., as did Uwe, as did Reiner at some point.

The answer, to me at least, then seems to be "don't be a sheep" rather than "distrust the newcomer." If you're going to be a sbeep however, at least be a cute one that gets itself illustrated into the expansion to Farmageddon.


I may not have expressed my point clearly there. Backing from a known game company doesn't make a game good, or guarantee that it's good. But being a guy nobody's ever heard of doesn't guarantee that either - and when there's an established company involved there are at least some minimal things you usually get. They probably make the rules available for instance. And if they don't always have great judgement, at least they probably weed out a lot of the very worst games where some guy slapped a roll & move mechanic on top of some funny (to him) cards and dumped it into a box. But, it doesn't matter where the information comes from, or who gives it to you, as long as you get it somewhere and too many Kickstarters I've looked at refuse to tell you much beyond that the author thinks his game is great. Anyway, company backing is so far from my key point that you have to pull around behind the building to even be able to see it.

I'm all for supporting new designers. Like many of us here, I hope to be one someday too. But I wouldn't expect my customers to put down good money on a sight-unseen game. Who can afford to keep doing that? It's not about being a sheep, it's about being able to know what you're buying so you're not just pitching your money down a hole.
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  • Posted Fri Feb 17, 2012 7:06 pm
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Jim Yee
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It's stories like these that make me want to pursue game design and take these crazy ideas and try to do something with them. I hope you keep posting in the future on how things go AFTER you complete the Kickstarter campaign.

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  • Posted Sat Feb 18, 2012 4:20 am
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Grant Rodiek
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Hey Jim! Design is very difficult, fun, sometimes painful, but very satisfying work. Try it!

As for writing about design, I currently write about my games at http://exiledhere.blogspot.com/ and in a few weeks I'm launching HyperboleGames.com to focus exclusively on My games and design. I'm working on finding great designers to write for the site. I have several published designers already lined up. Stay tuned!
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  • Edited Sat Feb 18, 2012 7:23 am
  • Posted Sat Feb 18, 2012 5:56 am
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Breakaway
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Thanks for sharing your insights!
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  • Posted Mon Feb 20, 2012 4:56 pm
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John Burns
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Nice art, and great to have a view "behind the scenes" of your design process. I am really looking forward to getting the game, and with a bit hope the free first expansion with the overfund goal!
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  • Posted Mon Feb 20, 2012 10:58 pm
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Jim Yee
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HerrohGrant wrote:
Hey Jim! Design is very difficult, fun, sometimes painful, but very satisfying work. Try it!

As for writing about design, I currently write about my games at http://exiledhere.blogspot.com/ and in a few weeks I'm launching HyperboleGames.com to focus exclusively on My games and design. I'm working on finding great designers to write for the site. I have several published designers already lined up. Stay tuned!


I'll check it out. Expect to hear from me in the future.
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  • Posted Wed Feb 22, 2012 8:48 pm
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