Update #27: Hoke's Blog, Dice Stickers, and Delayed Designer's Diary
This is a copy of Update #27 from the Kickstarter campaign.
Update from Jonathan Liu, Designer
Hello, Backers!
Right
now I'm waiting for Game Salute to get the initial survey together, but
I thought you might want a little update. So here's a peek at the
stickers for the dice, plus a lost Designer Diary entry that got missed
during the last week.
In the preliminary survey, you'll be able to
tell us whether you had any add-ons, whether you want the white (ROOS)
bits or the colored (TROO) bits, what size T-shirt, and that sort of
thing. You'll have one more chance for more add-ons or additional copies
of the game at this point. (As a reminder, the Create-a-Game Kit will
be available from Game Salute later but it won't include the sticker
sheet and items may vary slightly; the Emperor's New Clothes version is
available exclusively through the Kickstarter campaign and won't be sold
in stores afterward.)
Dice stickers!
So, here's a look at the designs for the dice stickers:
These icons were designed by Heiko Günther, one of the designers interviewed in Update #12.
The green fig leaf is for Dignity, the red jester hat is Gullibility,
and the gold coin is Gold. The Wolf and Sheep icons are for the other
mini-game, The Boy Who Cried Wolf. (The actual dice are less rounded
than the rendering here, but you get the idea.)
As explained
before, the stickers for Emperor's New Clothes are optional—I prefer
playing with the blank dice, but I really love these icons, too. Since
we decided to use color on the stickers, the TROO-bits option will come
with colors to match these: green, red, and yellow (rather than white,
black, and yellow).
To play The Boy Who Cried Wolf, you will need
to use at least 3 dice for wolves; the Sheep die could be optional
because I've got some variant rules in which you will bid the number of
sheep at risk, but I'll get to that later. The game could also be played
with standard six-sided dice, since the Swindler-level compact game
includes 4 dice and you'd have to decide between stickering the dice for
Emperor's New Clothes or The Boy Who Cried Wolf.
NOTE: The
Designer Diary entry below was actually written up for the last week of
the Kickstarter campaign and was supposed to be posted with Update #20,
but between PAX East and the camping trip we had some dropped signals
and it never got posted… and I didn't even realize it until just last
week. So, of course, this is a pre-reveal update but it still
communicates my feelings about expectations and execution.
Designer Diary: Great Expectations (or, Executing the Emperor)
I
have a good friend who was sick for a long time and was unable to
travel or have much face-to-face interaction. So he started what he
called his Hypothetical Birthday Party, where he emailed friends from
near and far, asking them to attend his party by writing descriptions
and sending photos of what they would bring to his party. Being
hypothetical, you could bring anything you wanted, no matter how
difficult to prepare or impossible to procure. Although these parties
weren't "real" in the sense that you couldn't physically partake of all
of the fantastic dishes and drinks contributed by all the party-goers,
they've become a tradition that many of us look forward to. My friend
was able to have a non-hypothetical birthday party this year, but he
still held the hypothetical one too, and it was well-attended. The
question that arose is whether the real could possibly live up to the
imagined.
Whether it's a birthday party or board game or book or
movie, there can be a difference between your expectations and the
reality. In some cases the reality ends up exceeding expectations, which
is always awesome. However, when you're making something, particularly
something creative, there's almost always a gap: the reality falls short
of your expectations.
Why is that?
Well, to put it simply:
you can imagine perfection, but that's pretty dang hard to achieve. It's
why people are so often disappointed in the movie after they've read
the book and already pictured what everything and everyone looks like.
It's why video game graphics, no matter how powerful consoles get, will
never beat the resolution of a text adventure game.
Years ago I
read a book called Art and Fear: Observations on the Perils (and
Rewards) of Artmaking by David Bayles and Ted Orland. It's about
creating art, mostly in the traditional sense, but I think the lessons
apply to nearly any creative process. The book talks about this gap
between ideas and execution, and argues that not only does the gap
exist, but that it SHOULD. Because if everything you make turns out
exactly the way you imagined it, then you're limiting your imagination
to what you know you are already capable of. Artists and creators should
be pushing the limits of what they can do. We should be testing
boundaries, trying new things, taking risks. That's how you grow. And
it's also how you make "mistakes" that actually lead you in new,
exciting directions.
Here are just a few quotes from the book that really stuck with me:
Making
art provides uncomfortably accurate feedback about the gap that
inevitably exists between what you intended to do, and what you did.
Art is like beginning a sentence before you know its ending.
People
who need certainly in their lives are less likely to make art that is
risky, subversive, complicated, iffy, suggestive or spontaneous. What's
really needed is nothing more than a broad sense of what you are looking
for, some strategy of how to find it, and an overriding willingness to
embrace mistakes and surprises along the way.
That
moment of completion is also, inevitably, a moment of loss—the loss of
all the other forms the imagined piece might have taken. The irony here
is that the piece you make is always one step removed from what you
imagined, or what else you can imagine, or what you're right on the edge
of being able to imagine.
So that leads me back around to
executing my Kickstarter project. When I first started working on
Emperor's New Clothes, I had a vision of what it would look like, how it
would play, even how the Kickstarter campaign itself would look. I
thought about the cards, the logo, the cover art, the gameplay, the
story.
Parts of it turned out the way I imagined, other parts fell
short, and still others surprised me. Of course, Emperor's New Clothes
is not a singular vision: I started the ball rolling, but to make it a
reality I needed to share my vision with all of the other people
involved: the artists and designers and folks at Game Salute. But
everyone pictures things a little differently—what I see in my head may
not be exactly what you see. Until we all become telepathic, there will
always be something lost in translation—but that also means that each
person brings their own unique vision to the project and that can lead
to very cool results.
And last but not least—arguably MOST
important—is YOU! What is art if it is not observed? What is a game if
it isn't played? What is a Kickstarter project without backers? By
backing the project and giving feedback and arguing about it on Twitter
and BoardGameGeek, all of you have shaped Emperor's New Clothes as well.
It isn't something that popped fully formed out of my head, but
something that has evolved and shifted thanks to you. Whatever the end
result of the Kickstarter campaign itself, I'm grateful for that. It's
been terrific (and terrifying) to see my idea take shape this month.
It's
hard for me to know whether Emperor's New Clothes, in the end, will
live up to your expectations. With so many different people, everyone
has a slightly different vision of how things should turn out. No matter
what I reveal at the end of this week, I expect that some of you will
be delighted and some of you will be disappointed. But I hope you'll
love it. I hope that you will be as excited about and as proud of
Emperor's New Clothes as I am, because I think you and I have created
something pretty magical together.
No comments:
Post a Comment