Goodies on his blog already include this pic of a playtest version of Bauza and Maublanc's Rampage, due to be published by Repos Production, from his 2012 Ludopathic Gathering (complete game board image here); links to photo albums and reports from the Gathering; and this list of upcoming releases from Faidutti labeled "in the pipe so far for 2012 or 2013":
-----• Formula E, with Sergio Halaban and André Zatz
-----• Mascarade
-----• Raptor, with Bruno Cathala
-----• Speed Dating, with Nathalie Grandperrin
-----• The Big Movie
(HT: JohnnyDollar)
• In his June 18, 2012 "Making Magic" column, Magic: The Gathering head designer Mark Rosewater uses the launch of Duels of the Planeswalkers to explain what goes wrong when you try to teach a novice game player how to play Magic and what you should do to make the experience as enjoyable (and hopefully as repeatable) as possible. To summarize:
-----• Lesson #1: Teach As Little As Possible
-----• Lesson #2: Above All Else, Make The Game Fun
-----• Lesson #3: New Information Has To Be Carefully Ordered
While Rosewater is discussing Magic, the lessons can be applied to anyone teaching any game – well, teaching almost anything really. In general, I think I do a decent job teaching games to newcomers – although I'm out of practice from not hosting a weekly game night like I used to – but one area in which I fail completely is the part about not rushing new players, especially when I'm playing a game for the first time, too. I find that I learn better by doing and seeing the results rather than trying to puzzle through everything that might happen for each of the possible actions I might take. I get antsy when I sit and watch others ponder choices A or B endlessly, so I don't want to be the guy putting others through the same silent drama. I'm happy to take the 90% best option and not worry too much about whether I'm missing out on something slightly better. Plenty of time for self-flagellation later!
• The monopolization of U.S. culture continues with the release of Monopoly: The Godfather – Collector's Edition, a game which a press release notes "celebrates the 40th anniversary of the release of one of the most seminal films of our time". Also from the press release:
• Scenes from a game designer's studio in 2025: The aspiring designer-to-be wants to use multiple miniatures with game-specific features in his design, but doesn't want to go through the work of creating each miniature by hand. Thankfully, he can turn to the "smart sand" that originated in 2012 in MIT's Distributed Robotics Laboratory. As described in a Popular Science article from way back in April 2012, these grains of smart sand are "imbued with a small amount of computing power and covered in magnets on the outside... An object – a scaled-down version of whatever the user wishes to create – is placed into a container of smart sand granules. The sand runs an algorithm that allows it to sense the shape of the object and map it in 3-D. The user specifies how big he or she wants the final product to be beforehand, and the grains simply scale the map of the object up to the desired size." (Psst, don't let Games Workshop know about this stuff, seeing as it already objects to gamers using 3D printers.)