Note: This is a copy of Update #22 from my Kickstarter campaign.
[Spoiler Alert]
Please note: If you're new to this
Kickstarter project and you would like the full experience, it's best if
you go back, read the front page, and then read the Updates starting
from the beginning. However, if you just can't stand all that
blathering, this announcement will tell you explicitly what Emperor's New Clothes is and isn't.
Peeling Back the Curtain
A
wise man once said: "You can please some of the people all of the time;
you can please all of the people some of the time; but you can never
please all of the people all of the time." Oh, wait: it's actually
"fool," not "please." I'd always heard this attributed to P.T. Barnum,
the great deceiver, but it turns out that it may in fact have been
Honest Abe. (Not the Pixel version.)
Still, my version holds true,
too: no matter what I say today, I doubt it will please everyone. But,
like I've said from the beginning, my project isn't for everyone, and I
don't mean that in an elitist, "this game is too good for you" sort of
way, "real gamer" remarks notwithstanding. I mean that in a humble,
realistic, "how could I possibly make a game that pleases everyone?"
sort of way.
Now that I'm actually pulling back the curtain, it's a
bit like pulling off a bandage. I'm tempted to peel it off a tiny bit
at a time, but I know it's probably best (and least painful) to just
give it a hard yank. But that's the thing: I love anticipation.
Sometimes the anticipation of something is the best part of the
experience, that delightful in-between moment when you know something's
coming but you don't quite know what it is yet. In today's world of
instant-everything, it's hard to get that sort of delayed gratification
anymore. Kickstarter might be one of the best sources of it, in fact:
you pay money and then wait for the results, unlike ordering something
online with free two-day shipping. You have months to anticipate what's
coming, to talk about it, to look forward to your purchase—it puts off
the buyer's remorse that nearly inevitably comes after you actually
receive something and add it to your collection.
All right, enough stalling.
First, what Emperor's New Clothes is NOT:
- a joke Kickstarter project.
- a scam.
The funding goal was set at an attainable value that will
actually make feasible the delivery of a product. We will charge credit
cards (if it funds). We will not be canceling this before it ends. We
will deliver a physical, tangible product. We aren't taking the money
and running.
Yes, there are a lot of jokes scattered throughout
the project. They were meant to be obvious, the sort of thing that
nobody would actually fall for. The ROOS ruse, Wysiayg ("What You See Is
All You Get") Press, Hoke's Games hoax. I'm surprised nobody called me
out for pledging to "kick back" with my profits or argued that John
Kovalic isn't actually a muskrat. There is, sadly, no intangible
invisible fleece—you wouldn't be able to find it once you set it down
anyway.
But those jokes were meant to be the equivalent of jokes
told during a lecture to loosen up the audience, rather than the main
point. While some of you have been arguing for a month about whether or
not showing a photo of white components is funny, I've been trying to
have a (mostly) sincere discussion about the nature of play and
imagination and games.
Now, what Emperor's New Clothes IS:
- a set of blank components (in white or color).
- a Create Your Own Game Kit.
- a meta game about a game in the form of a Kickstarter campaign (which you've already played).
- a game you can actually play.
It was also a social experiment about Kickstarter, a collection
of essays about game design, a trial-run for me in running a Kickstarter
campaign and working with Game Salute, and a lesson for me in
unintended consequences.
First, the set of components: The
components (cards, board, wooden bits, dice, box) are all real, but
unprinted. You can see the current set of all the components on the main
Kickstarter page, under the "Pledge Levels" section. We've updated
those to include everything that is currently included.
There WILL be a printed sticker sheet in the box with the
Emperor's New Clothes
logo, so that you can decide whether you want to stick it on the box or
keep the box blank, or use the box for whatever else you're doing. The
sticker sheet may also include smaller logos for Hoke's Games, Game
Salute, a "player number/play time/recommended age" sticker, and
potentially some custom stickers to play my included mini-game, which
I'll tell you about tomorrow. The optional PennyGems are real, though of
course they are white. The optional T-shirt is real, too, and it is
white with the Hoke's Games logo on the back. And the "Double Your Fun"
goal is completely real: if we hit 500 backers at the $25 or higher
level, we WILL double the pertinent components, making it a much better
value for your dollar.
There is, as you have surely figured out by
now, no such thing as Regulated Optical Operator Screenprinting. Mac
Barnett (from the Wysiayg Press video) is in fact Mac Barnett,
children's book author. Will Whedon from the American Association for
the Advancement and Understanding of Gaming Humor (AAAUGH) is in fact
Scott Brown who writes for Stage Dive on
Vulture.com. John Kovalic is not actually a muskrat.
So why go to all this trouble to sell you a box of blank bits? Isn't this just a prank gift?
Well,
sure, if you want to use this as a prank gift, you could do that. It'll
last about as long as it took you to watch my Kickstarter pitch video
and then scroll down to see the photos of the game. "Ha ha,
Emperor's New Clothes,
I get it." Or if you want to take it out and play a prank on some
friends, pretending to play a game while others look on and try to
figure out what's going on—that is another way to play it, a cooperative
game in which the folks at the table are all acting as the Swindlers,
and everyone else looking on ends up playing the Emperor or the Child.
But we've already played that game, too: in the form of this very
Kickstarter campaign.
For some people, the Create Your Own Game
Kit is where the value lies. That's really where Game Salute's
involvement comes in, because they're starting up a GameBits line of
components. You can buy them piecemeal or in pre-packaged boxes, and the
idea is that if you're a game designer this is just one more source of
quality game components to use for prototyping. I'll admit that one of
the inspirations for this project came from seeing all those production
proofs from other Kickstarter projects, where they get a box of white
components to see what the final quality of all the bits and cards and
boards is. The first time I saw a photo of one of those, I really wanted
one for myself. I figured maybe other people might want one as well.
How many? I didn't know. That's what Kickstarter is for.
As far as
Game Salute was concerned, this was a much more interesting way to
launch this product line; for me, it meant that I didn't have to figure
out how to set prices and deliver a hundred boxes out of my living room.
But I would wager that the number of people who are actively designing
games but don't have a source of prototyping components isn't that big.
That's sort of a niche product.
That's where the real game comes in.
Part of the idea of
Emperor's New Clothes
is emergent behavior that arises from a few simple rules.
Carcassonne,
for instance, has a fairly small rule set (in the base game) but it can
lead to a lot of deep strategies. By providing a basic structure (pick
roles, roll dice, collect resources, get points) I allowed for a number
of different behaviors. But on top of the rules of this "game" there is
another layer of meta-rules: you pretend you can see what's going on.
You can be a rules lawyer, but you don't say "that card doesn't say
that." The theme is
Emperor's New Clothes, so you're not going to
play a card that involves sports cars or the zombies or Rick Astley.
Things have to feel like they fit. Sure, in a game where the cards are
blank, you could play a card and say "This card says I automatically
win." But while that may win the "game," this is in fact a game that is
more about the playing than the winning.
But even as I
demonstrated the game, describing various characters and what they would
do in the game, a game began to form. It was emergent behavior of a
different sort: the way that people responded to the campaign affected
the way I was running the campaign. By the time I went to PAX East to
run demos of my game, I actually had a much more fully fleshed game—in
my head, at least. When I taught the game, I knew what the three
resources types were, what the dice looked like, what each of the 12
characters did and how they interacted with each other and scored
points. I knew a good number of action/event cards, and the board itself
was basically a simple scoring track. By explaining the game and
playing it, I helped other players "see" what was on the cards and the
board.
You'll get a blank glossy "rulebook" to use as part of the
game, but I've also written out the rules I've been using, which you can
download now as a PDF.
Some people will be able to take the set of components and just run
with it. Others will want a little structure, and some will want a lot.
Here you can see you what I have (basic turn order, all 13 roles and
their descriptions, etc.) and you can actually play it. You can decide
if you want to write it out on the cards, or play with them blank. Or
use a little bit of the structure I provide and throw away the rest.
Just take a look at the
Undead Viking video review.
We sent Lance a box of components with just a vague description of the
game and its theme. That whole description with the Emperor moving on a
track, and different types of townspeople, and the real-time
lightning-round with the sand timer … that all came entirely from
Lance's head, and it's brilliant! I want to codify it and play it and
see if it works! (The Deluxe version will come with a sand-timer and
I'll see if we can be sure to have some meeples so that you can play
Lance's version.)
What I plan to do eventually is to set up a
place where you can submit your own creations as well. I want to see
videos or read session reports of people playing my version, or Lance's
version, or their own versions. Will every game that everyone makes
actually be fun? Probably not—but we'll have fun making them.
What You See Is All You Get
If
all you choose to see is a bunch of blank components, then that is in
fact "all you get." If you see it as a prank gift to give to your gamer
friend, then that's all you get. But if you choose to see a game, then
you
will get a game. In fact, maybe the game that you see is better than
the one that I see. Think about what you "saw" when you first came
across this Kickstarter page and watched the videos and read the
descriptions. Chances are, you "saw" something there. I challenge you to
play
that game.
Here's one interesting aspect of playing with
blank cards, though, even with codified rules. When you're doing the
role selection and rolling dice and grabbing resources, that's imaginary
to some extent: nobody can see what you rolled. However, once you've
taken resource cubes from the supply, people
can see what you took, even
if they're all white. There's some element of memory, but if you keep
them in separate piles, people can glance over and see what you have.
Then, when roles are revealed, things get pretty interesting. If
somebody claims to be Emperor, then you know that
you can't be
Emperor—so you have to pick something else, even if your current set of
resources would be great for the Emperor. Since there are specific
scoring mechanics for each character, it
is possible to win or lose at
the game, by choosing the right role at the right time.
On top of
that, though, you could also layer on a meta game in the form of
achievements. I have a short list of achievements (which I will also
release later, for free) that you could include, letting each person
draw a few before the game begins. They might be things like "Have one
die stolen" or "have three cards played on you by other players in one
turn." They'll be things that you cannot control directly, and each time
one of them occurs, you earn points in the meta game. It turns what
started as an exercise in improv into a game of trying to get other
players to perform certain actions within the scope of this game.
Just yesterday I was sent a link to
Yoko Ono's "Play It By Trust" white chess set.
It's sort of a high-brow art project, but at the same time it makes
sense to me. I imagine there are chess masters who would be able to play
this because they
can hold all of the pieces and ownership in their
head, whether they're white or not. They might even be able to play a
game of chess with no actual pieces on the board whatsoever. But for
people who don't know chess
that well, it becomes a game of convincing
the other player: arguing over whether a piece is yours or not before
you can move it. It's no longer just chess, but it is still a game.
As a bonus for International TableTop Day, here's another game that you can play using the components from
Emperor's New Clothes. It's called
The Boy Who Cried Wolf, and it's a simple dice-rolling bluffing game I co-developed with Darrell Louder.
Download the rules for The Boy Who Cried Wolf here. I also have an
Emperor's New Clothes
press-your-luck card game, but that wasn't really an essential part of
this campaign and I wasn't sure whether or not to include it. I may
throw that in later.
So why is Emperor's New Clothes worth backing?
Like I said, it's not for everyone. (Really, now, how often have you seen a Kickstarter campaign that tells you
that?)
Not
everyone wants a storytelling game
or a Create Your Own Game Kit. Most
people browsing Kickstarter tabletop games are looking for a
conventional game, something that has art they can see and an inflexible
rule set. That's what I'm usually looking for myself. But with things
like
Superfight! and
Story Wars and
Machine of Death, clearly there are
people looking for something that involves more imagination and
subjectivity, games with a lot of wiggle room.
Can you get all of
these components yourself? Sure. Except for the stickers and the
T-shirt, everything you see here is available elsewhere. You might even
be able to cobble together your own set by cannibalizing existing games.
With a little legwork, you can probably find all of the components
we're including (or something similar) for a little bit less. However,
if we hit that Double Your Fun stretch goal, then everyone benefits,
because you'd get more components for the money than you could by buying
them yourself. Now we all get to play another game called The
Prisoner's Dilemma: if some people pull out funding and some people
stay, then the people who stay don't get as good a deal and they may
feel like they should've pulled out. But if everyone keeps their funding
in, then it's a better deal for everyone.
But, as I said in my
very first update, what you're buying isn't just a box of components, or
a Create Your Own Game Kit, or even a weird meta game that I think you
might enjoy actually playing. What you're buying is the
story. I hope
that I've given you an interesting experience this month, a rare
instance of not being able to simply consult Google or Snopes to find
out if something is real. It hasn't been just a one-man show: you have
participated here in the comments, on BoardGameGeek and Twitter, by
making up your own rules or arguing about whether or not there's
anything there at all. As hokey as it sounds, the Kickstarter campaign
has been a collaborative piece of performance art, one that won't cost
you a dime unless you feel like spending it.
I've spent most of
this month telling you a long story about a fantastic game. The price of
the story is pay-what-you-want: I purposely made all of my updates
public rather than backer-only. If you've enjoyed reading along, I'd
love if you put a tip in the jar. If you liked it enough that you want a
memento of the story, then that's what the physical game is.
It's
a tangible artifact that serves as a souvenir of this tale—and one that
I hope inspires you to play (and invent!) many more games.