Now for its upcoming Kickstarter project for a new edition of Croc's Claustrophobia, Monolith is going even further. Here's an excerpt from an article on Facebook:
Don't get me wrong — I understand why Monolith wants to do this. You don't have to mess around with distribution, but instead simply (or rather "simply") deliver product directly to individuals, then be done with the whole thing. This change from distribution to direct sales also provides a selling hook for buyers that rings true: "Today, in the traditional market, more than 60% of the value of a game is retained by intermediation (distributors + stores). We simply propose to our pledgers to equitably distribute this value between them and us. By doing so, we will be able to consolidate our margins, control our prices and ensure that we can continue to invest heavily in the development of our projects. At the same time, without having to wait or take any risk, you will get, each time, a much better bargain than anything you would get in a store."
Monolith notes in the comments that if more than five thousand people want the game in the U.S. or Europe, or more than ten thousand overall, then it will run a traditional KS campaign later.
• I haven't posted a crowdfunding round-up in a couple of months as I have plenty of material on hand related to games that are more immediately pending, but I did want to highlight this interesting and unexpected item on KS right now: Edible Games Cookbook, by Jenn Sandercock. (KS link)
This book contains recipes for a dozen games in which you create the pieces, game board, and whatever else you need to play, then you eat everything while you play. From the KS description: "You might be required to crack a secret code that's baked into cream puffs; keep a straight face while eating something gross; conjure up a delectable morsel from a mishmash of ingredients; perform "sacred", food-related rituals; test your memory and taste buds; or even eat your vegetables!"
• In June 2018, Magic: The Gathering head designer Mark Rosewater wrote a column outlining his definition of a game: "A game is a thing with a goal (or goals), restrictions, agency, and a lack of real-world relevance." He describes what he has in mind by those four categories as well as what you have if something has three of those categories, but not all four, with my favorite example being this one:
I refer to this as life. Let's take packing suitcases for a plane trip. Most airlines will charge you per suitcase and will charge you extra if the bag weighs more than 50 pounds (a little under 23 kilograms). There is a goal: pack everything you need for the trip. There are restrictions: use the fewest pieces of luggage while making sure no one piece weighs more than 50 pounds. There is agency: you have total control of what you do and don't pack and what piece of luggage each item goes into. But you don't lack real-world relevance. This is not being done for entertainment or education, it's being done because you have to do it.
• On his blog, designer Daniel Solis riffs on a design lesson from Paul Peterson: "Don't stop players from playing the game." In Rosewater's terms, don't remove agency from the game because then you have only an event that's taking place in front of you.
• Designer Adam Porter, whose trick-taking game Pikoko from Brain Games debuted at UK Games Expo and the Origins Game Fair in mid-2018, created an informative video that explores ten types of trick-taking games, including short overviews of more than a dozen games along the way: