Links: Steve Jackson Games Looks Back to 2014 & Game Designers Complain About Things

Links: Steve Jackson Games Looks Back to 2014 & Game Designers Complain About Things
Video Game Publisher: Steve Jackson Games
• Each year since 2003, Steve Jackson Games has released a "Report to the Stakeholders", and these reports always make for fascinating reading as they're one of the few windows offered into the financial doings of a decent-sized U.S. game publisher. In 2014, for example, SJG CEO Phil Reed reports $8.5 million in gross income, with "Zombie Dice alone account[ing] for 7.4% of our distribution sales for the year" and placing third in its list of products sold behind Munchkin Deluxe and Munchkin. (In past reports, sales of Munchkin and the many Munchkin spin-offs and accessories have accounted for three-quarters of SJG's sales, but a percentage for 2014 isn't given in this report.)

As for new projects coming from SJG in 2016, Reed writes, "we're already hard at work on games that will ship in mid-2016. The first quarter projects are completed and at print, and we're planning announcements for new Munchkin games, something new for Ogre, and the new edition of Car Wars" — that is, Car Wars Sixth Edition, with 2016 being the 35th anniversary of the game.

• On Games Precipice as part of its series on "early game structures", Alex Harkey writes about decisions, ranking Catan, Carcassonne, 7 Wonders and Hanabi on four "characteristics that can lead to interesting decisions": transparency, energy, metamorphosis, and perspective.

• In its game guide for the holiday season, Gear Patrol recommends "seven board games released in the last five years that have gotten great reviews, but aren't as financially successful as the old classics", which somewhat amusing given that all of the games released in the last five years, great reviews or not, aren't as financially successful as the old classics. Still, kudos to GP for spotlighting modern games on its site.

From gallery of W Eric Martin
• On his blog, designer Bruno Faidutti objects to the use of the word "test" when others write about games that he's designed or co-designed, crediting his fellow designer Bruno Cathala with the following argument: "The games we publish work as we have tested them ourselves. Players can enjoy them or not, but it's not up to them to test them." In more detail:

Quote:
If we are indeed "game authors", and if a game is a cultural creation (we also say in French "œuvre de l'esprit", which is untranslatable because it's based on the ambiguity of the meaning of "esprit", which means both "spirit" and "brain"), then our games must be reviewed and not tested. The world "test" is disparaging for designers but also, and more importantly, for the games themselves, which are considered as mere technical items.
• For his part, designer/developer Seth Jaffee objects to people claiming that they "designed a game last week", stating that they did no such thing. An excerpt:

Quote:
People who say things like that are conflating "designing a game" with "conceiving a game". If you tell me you had a game idea last week, fine. If you tell me you started designing a game last week, we're good. If you tell me you wrote a preliminary rule set for a game last week, I'm with you. But when you talk about designing a game (in the past tense), it becomes much too easy to confuse "I started designing a game" with "I finished designing a game, and anyone who knows anything about designing things will tell you that those two are very, very different.

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