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BerichtGeplaatst: zo 29 jul 2012, 22:49 
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Zie dit topic: berichten-aan-leden/topic7027.html

Dutch version:
Van woensdag 1 augustus tot en met dinsdag 7 augustus zal het bekende Duitse auteurenechtpaar Inka en Markus Brand, bekend van ondermeer Koningsburcht, De, Golden Compass, the en natuurlijk het nieuwe Het Dorp hier een week te gast zijn om al jullie vragen te beantwoorden in onze Q&A-rubriek.

1. Iedereen mag vragen stellen, maar doe dit wel in het Duits of in het Engels. Inka en Markus spreken geen Nederlands.
2. Nummer svp je vragen en houd rekening met de nummering van de vorige poster. Dat maakt het makkelijker voor Inka en Markus om te antwoorden en voor jullie om te herleiden welk antwoord bij welke vraag hoort.
3. Overbodig om te melden, maar toch: uiteraard gelden alle huisregels over etiquette, respect, et cetera. Behandel hen als onze gasten en zorg dat zij zich enorm welkom voelen hier!

Vanaf vandaag kun je onderstaand je vragen posten!

English version:
From Wednesday August 1st until Tuesdag August 7th, Inka en Markus Brand, famous from Koningsburcht, De, Golden Compass, the and of course the new Het Dorp will answer all your questions in this topic.

1. Everyone is allowed to ask Inka and Markus some questions, but please do this in English or German, as Inka and Markus don't speak Dutch.
2. Please number your questions and reckon with the numbering of your predecessor. This will make it easier for Inka and Markus to answer, and for us, to find out which answer belongs to which question.
3. Needless to say, but... of course, all our houserules apply. Treat them with the utmost respect and make Inka and Markus feel very welcome!

From now on you can start posting the questions you would like to ask them below!


Omhoog
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BerichtGeplaatst: di 31 jul 2012, 11:29 
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Inka and Markus, first of all I want to welcome you both here on the forum. We are very pleased that you will answer our questions in te upcoming week. I will start the Q&A here below:

1) The Village (in Dutch "Het Dorp") won the "Kennerspiel des Jahres 2012". Can you tell us something about the developement of this game? And what was the part from both of you in the making of this game?

2) Can we expect a new game from you at SPIEL 2013?


Omhoog
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BerichtGeplaatst: di 31 jul 2012, 11:40 
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3) Played the Village one time and was pleasantly surprised by it. How did you get the idea of working with people dying in this way in the game?

4) Can we expect any expansions for the Village?

5) Can you tell us a bit more about Star Wars: Angriff der Klonkrieger? Not a theme I expected, but curious how the game will work.


Omhoog
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BerichtGeplaatst: di 31 jul 2012, 12:12 
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6) I'm looking forward to your upcoming release Saint Malo - How did the idea originate to incorporate free hand drawing? Perhaps a fondness for Pictionary? ;-)


Omhoog
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BerichtGeplaatst: di 31 jul 2012, 12:17 
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7) Which of your own games are your favorites?

8) And what do you look for in new games? As designers, do you look for new games with clever mechanisms, or do you gravitate towards designs that are unlike your own?

9) Which other (game) designers would you consider your role-models?

10) How does your design process work? Do you both work on ideas seperately, or is it a continuous collaboration? Do you work at a game in small increments (like, every morning for half an hour) or do you work in sprints (like, an entire day once a month)?


Omhoog
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BerichtGeplaatst: do 02 aug 2012, 01:00 
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Hi everybody,
thanks for welcome us here on bordspelmania and also thanks for your interest in our work.
We are very excited about your questions in the following seven days. Let´s start with the first ten answers! :P

Citaat:
1) The Village (in Dutch "Het Dorp") won the "Kennerspiel des Jahres 2012". Can you tell us something about the developement of this game? And what was the part from both of you in the making of this game?


1.
Inka had the first idea for the game. She thought about a little village, where each player controls a little family of meeples. It should be possible to choose different paths of live for each habitant and there should be multiple generations. When Markus heard about the first ideas, he was very excited about it. So we started developing the game. At least it took about 6 months to finish the game.

Citaat:
2) Can we expect a new game from you at SPIEL 2013?


2.
We hope you meant „SPIEL 2012“, we don´t know much about the Spiel 2013, yet. :D
In autumn 2012 we´ll publish „Star Wars, Angriff der Klonkrieger“ with Kosmos, a new children game with Dreimagier (but at the moment it is still a secret, so we can´t let the cat out of the bag :wink: ), Saint Malo with Alea and three more children games with Schmidt and Haba. And if everything goes well, you can get a first look to the village expansion at the booth of eggertspiele.


Citaat:
3) Played the Village one time and was pleasantly surprised by it. How did you get the idea of working with people dying in this way in the game?


3.
This game has a "real life theme". Time goes by what ever you´re doing. It takes time to travel around, to learn how to built a plow or to make a career in the city hall. So it was obvious to find a way to manage the timeline. And nobody can live for ever, so we let the meeples die at the end of their time.

Citaat:
4) Can we expect any expansions for the Village?


4.
We´ll show an expansion for Village in Essen 2012. It won´t be produced then, but you can play it at the booth of eggertspiele. :thumbup:

Citaat:
5) Can you tell us a bit more about Star Wars: Angriff der Klonkrieger? Not a theme I expected, but curious how the game will work.


5.
It´s a light cooperative family game. You fight as one of the jedi knights against an army of droids in the star wars arena. It works with dices, you can place in different areas of the gameboard. After every roll the players have to decide in common, where to act and what to do. You can fight against droids or other strong creatures in different ways.

Citaat:
6) I'm looking forward to your upcoming release Saint Malo - How did the idea originate to incorporate free hand drawing? Perhaps a fondness for Pictionary?


6.
Saint Malo isn´t a „drawing game“ like Pictionary. Actually it´s a dice-game. We tried to combine luck and strategy. In the game we have a few washable boards, dices and soluble pens. Every player has his own board and draws everything he gets on it. The dices decide what the players get. In Saint Malo players build their own city with different buildings and a big city wall. They have to place different persons in it, for example a soldier, a trader, a juggler or a builder. The players have to watch out for pirates and defend their cities. It´s a nice game for up to 5 players and it takes about 60 minutes.

Citaat:
7) Which of your own games are your favorites?


7.
The favorite game of our own developments is every time our current project. When we have to decide between our releases, we would answer "Het Dorp".
Mostly we invest so much time in our prototypes by developing, taring and testing them, that we don´t feel like playing them after their releases. We often made more than 200 tests in a very short time. Then we need an alternation and often play the games of our colleagues.
In case of "Het dorp" we felt different. There are so many ways to get points, so many different strategies and so many things to discover that it feels everytime new. "Het Dorp" is one of the few, we love to play after its publication.

Citaat:
8) And what do you look for in new games? As designers, do you look for new games with clever mechanisms, or do you gravitate towards designs that are unlike your own?


8.
We both love games with interesting themes. Inka especially likes the medieval setting, she read many novels from this era. This has a big influence on our game-development. You can find it in "De Koningsburcht" and "Het Dorp". Markus favoured theme is the Golden Age, but there´s still no game in our repertoire, which discuss this historical chapter.
We´re also interested in games with new mechanisms, of course. For our work it is very important to know which new games come out and which mechanisms were used, so that we can decide, if it is worthwhile to pursue our new ideas or if it is advisable to give this
thoughts up.

Citaat:
9) Which other (game) designers would you consider your role-models?


9.
We don´t want to point somebody out. We met so many different designers and we played so many really good games. At the end, we couldn´t list so many names here, like we would do. The very best thing in playing and designing boardgames is: You meet so many nice, friendly and creative people all over the world!

Citaat:
10) How does your design process work? Do you both work on ideas seperately, or is it a continuous collaboration? Do you work at a game in small increments (like, every morning for half an hour) or do you work in sprints (like, an entire day once a month)?


10.
We always develop our games together - we just can´t see any advantages to do it alone. Sure, sometimes the first idea is by Markus, sometimes it´s Inkas. We talk about a new game as early as possible. So we get a first feedback from our partner in a time, when there is not even a board, cards or anything else. That´s very advantageously and saves a lot of time. We love the development process, eminently if our idea reaches an advanced stage, so that we can create the prototype and start the first testplaying rounds. At that time we have many discussions and we often realize that we have to change parts of the game or if the worst comes to the worst, we have to quit the project. If you work as a couple you can exchange opinions during the whole process - that´s the biggest advantage you can get. We don´t have a „special time“ every day or week to do our work, but mostly we work at the weekend and in the evening, because of Markus´ „real“ job.


Omhoog
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BerichtGeplaatst: do 02 aug 2012, 12:27 
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hello Inka and Markus, nice to have you two here.

11 - Can you tell us a bit about how you two, as a couple, got into designing boardgames together? And what is your little secret for good cooperation?

_________________
Afbeelding


Omhoog
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BerichtGeplaatst: do 02 aug 2012, 19:10 
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Hallo Inka und Markus. Herzlich willkommen auf Bordspelmania (and so far reaches my writing in German - although understanding is no problem).

    12) Publishers often propose small or larger changes to games offered to them. How does that feel, as a game designer, that others alter things like rules, the look, pieces or even the theme of your game?

    13) You worked about six months on 'Village'/'Het Dorp'. Do you work on different projects simultaneously or develop one game at a time?

    14) Your ludography shows different categories of games: games for children as well as games for families or player groups. Which kind of games do you prefer to develop?


Omhoog
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BerichtGeplaatst: do 02 aug 2012, 21:26 
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Citaat:
11 - Can you tell us a bit about how you two, as a couple, got into designing boardgames together? And what is your little secret for good cooperation?

11.
We got to know each other on a wedding of mutual friends in 1999. On the party we talked about boardgames and realized quickly, that we share the same hobby. Later in the year we attended a prototype-workshop of the boardgame-publisher Kosmos. We could test previously unpublished games of other game designers. We liked this experience very much. On our way back home we decided to develop our own boardgame. It took seven years till our first game -"The Big Dinosaur Game" - was published by Kosmos.

There´s no secret for our good cooperation :D We know each other very well and we talk about - no - we discuss every idea. So, maybe all the (sometimes heated) discussions and little fights about who´s right and who´s not, are responsible for our productive cooperation.

Citaat:
12 - Publishers often propose small or larger changes to games offered to them. How does that feel, as a game designer, that others alter things like rules, the look, pieces or even the theme of your game?

12.
We trust in our editors. Mostly there´s a good reason to change rules, themes or pieces of the games. It´s just important to talk about those things and find a solution in common. If there´s something really essential for us, we fight for it and try to convince the editor.

Citaat:
13 - You worked about six months on 'Village'/'Het Dorp'. Do you work on different projects simultaneously or develop one game at a time?

13.
Mostly we work on different projects simultaneously. If we have a big project, like Village, we concentrate just on this for a while.

Citaat:
14 - Your ludography shows different categories of games: games for children as well as games for families or player groups. Which kind of games do you prefer to develop?

14.
We develop, what we like to play. We both love playing boardgames and we play children games with our kids, family games and also strategy games. We don´t prefer to design a special kind of game. We just follow every idea in our heads.


Omhoog
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BerichtGeplaatst: za 04 aug 2012, 11:51 
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15. What are your favorite games from other boardgameauthors and why?


Omhoog
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BerichtGeplaatst: za 04 aug 2012, 15:53 
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16. Yesterday after seeing village beeing played, a friend of mine suggested a mini expansion for village called the necromancer. With this extra action you can revive meeples from the graveyard. This is meant to be an gimmick like Alvin and Dexter from ticket to ride. Is their any chance of bringing such expansions to the game?


Omhoog
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BerichtGeplaatst: za 04 aug 2012, 19:08 
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Dierik schreef:
15. What are your favorite games from other boardgameauthors and why?


15. Inka likes Alan R. Moons „Ticket to ride“ very much. It´s a dignified „Spiel-des Jahres“-prize winner. Easy rules but enough gamedepth to create a real good feeling during the whole game. It´s really exciting from the first turn to the end, it´s played in a good pace and you can´t wait to make your move. We still have a lots of fun with this game in our family.

Markus´ favorite game is Stefan Dorra´s „Medina“. It´s a great game, where timing plays a big role. It´s very exciting to find the right moment for taking a palace. The rules are easy, too. The wooden pieces are absolutely great and make the gameplay to a haptic experience. At the end of the game - when Medina is comletely build up - the board looks really fantastic.

andy schreef:
16. Yesterday after seeing village beeing played, a friend of mine suggested a mini expansion for village called the necromancer. With this extra action you can revive meeples from the graveyard. This is meant to be an gimmick like Alvin and Dexter from ticket to ride. Is their any chance of bringing such expansions to the game?


16. In Essen „eggertspiele“ and „Pegasus“ will present our new Village expansion. We still haven´t got any title for this expansion and we are not allowed to talk too much about it, but in this expansion you´ll meet many new persons with interesting characteristics - not even a necromancer, but nearly 30 other exciting figures.
If there´re not enough new options for you, you can bring your own expansions to the game, of course. We´ll discuss this thoughts with Peter Eggert. Maybe we could open a collection of those gimmicks on the „eggertspiele“-homepage.


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BerichtGeplaatst: ma 06 aug 2012, 07:09 
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17) You already told us a bit about the proces of designing a game: you both love games with interesting themes. Does this mean that most of the time when you have an idea for a new game, you start with the theme rather than with the game mechanism?

18) Which of your games do your children like most? Are they good and helpful game testers?

19) Do game designers have a large game collection at home? And is there enough time -besides game testing- to enjoy playing games?

20) Which games inspired you to the hobby of playing games?


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BerichtGeplaatst: ma 06 aug 2012, 22:54 
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21) Do you have any tips for an aspiring boardgame designer?


Omhoog
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BerichtGeplaatst: di 07 aug 2012, 00:50 
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Bart schreef:
17) You already told us a bit about the proces of designing a game: you both love games with interesting themes. Does this mean that most of the time when you have an idea for a new game, you start with the theme rather than with the game mechanism?


17) We often start with the theme. We did it in „De Koningsburcht“, we did it in „Het Dorp“, we also did it in „Summertime“ (although Summertime wasn´t the theme, we suggested) for example.
But there are just as many games, we started the development by using a new mechanism (Saint Malo, Guatemala Café, The golden Compass).

Bart schreef:
18) Which of your games do your children like most? Are they good and helpful game testers?


18) Lukas likes the Party games like „Was klotzt du?“, „Tohuwabohu“ and „Ligretto Dice“. Emely is a real geek. She loves to play everything at all times. You could wake her up in the middle of the night for playing a new game. Both of them are great testers. They´re straight and let us know their point of view. If they don´t like our new ideas, we know immediately that the game won´t be successful.

Bart schreef:
19) Do game designers have a large game collection at home? And is there enough time -besides game testing- to enjoy playing games?


19) We don´t think, that every game designer has got a large game collection, but we know that we´ve got a big one! Until today there are exactly 3027 games in our collection. We play 1-2 times a week with our gametesters and friends. First they have to test our prototypes, as a reward they are allowed to play „real games“ :lol:

Bart schreef:
20) Which games inspired you to the hobby of playing games?


20) We often played the „Spiel des Jahres“-prizewinner, like „El Grande“ or „Settlers of Catan“. We found them under the christmas-tree most of the time. The first match started right after the dinner within the family circle.

Wyckyd schreef:
21) Do you have any tips for an aspiring boardgame designer?


21) 1. Never give up hope! 2. Keep it rolling! 3. Testing, testing, testing 4. Visit designer-meetings, if possible. 5. Try to establish contact with editors from different publishers.

We started in 1999. Our first game was published in 2006. We believed in what we´ve done...for seven long years. After that lean period the first editor believed in us, too! :wink:


Omhoog
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