Episode Transcript
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0:00
Welcome to Prose
0:02
& Cons, a
0:04
Ludology podcast where
0:06
I interview board
0:08
game professionals at
0:17
board game conventions. Let's
0:20
go! All right,
0:23
everybody. We
0:34
are back with live Ludologies,
0:37
which is kind of fun. So for those
0:39
of you who don't know, when we
0:41
record Ludology, we're obviously not in the same
0:43
room because you've heard us interview people from
0:45
all around the world. But when
0:48
we're at conventions, we can be in the same
0:50
room. I'm sitting across the table
0:52
from the one and only Patrick
0:54
Leader right now, live and in
0:57
person, and it's weird. It is weird. It's
0:59
weird because I can hear myself. Well, yeah. But
1:03
it wouldn't help you if I sat in
1:05
the hall that's right here. No.
1:07
Okay, good. No. You
1:10
know what happens? Every time they go behind that, because it's
1:12
just like the secret passageway. It's the service. Yeah,
1:14
yeah. And it's like jangly bits and
1:16
like ups rattling. It's pretty funny because
1:18
some people are like, what's going on?
1:21
They don't know that that's what that is. But
1:23
it is weird seeing Patrick like this because normally I
1:25
see him across like a Zoom call or something. Yeah.
1:29
And it's lovely. I mean, you are
1:31
even more spectacular in person, sir. And
1:35
it's great to see you. It's good to
1:37
be back on the circuit, going to the
1:39
conventions. And for all of
1:41
the patrons out there who support Ludology and helped
1:43
us to afford this, they have this lovely little
1:45
recording rig that we've got going on. We thank
1:47
you. So we're going to talk to Patrick
1:50
today about I don't know what we're going to talk
1:52
about Patrick. But
1:54
let's talk about my
1:57
creative practice. How's that sound? That sounds
1:59
great. And
6:00
so during that time, for
6:02
me, there was a lot of work being
6:04
spent on making sure the operations
6:07
of the company went well and
6:09
ran well and that as
6:11
something started to consume too much of my
6:13
time, I would then turn that
6:15
into a full-time position and move it over to somebody
6:18
else and train them how to do it. Yeah, I
6:20
think if people need
6:22
to know anything about Patrick, it's that
6:24
Patrick can figure out when
6:26
something becomes a unit. Yes,
6:31
that is my power. Patrick's
6:34
superpower is that he
6:36
can make something into a unit and
6:38
parcel it off from his life or
6:40
from whatever else it's part of and
6:42
make that unit work for itself or
6:44
assign a team to do just that
6:47
unit or whatever it is. He's
6:49
really good at it. It's
6:51
ridiculous. It's really interesting. Thank
6:53
you. Thank you. So,
6:55
I – and that was
6:57
the time during Root was I was
6:59
– I was helping creatively and I
7:02
did run some of the playtesting or
7:04
I hosted playtesting for Root, but
7:06
it was a lot of like, okay, now, office is
7:08
growing. Now we need someone to take the checks, take
7:10
the bills, pay stuff. Now
7:13
sales is growing. We need someone to do this. And
7:15
it just kept parsing off the – and my
7:17
joke around the office until like two years ago
7:19
was like, I've done every job in
7:21
this office. At some point, I've had
7:23
to do all of this except for the graphic
7:26
design. It was probably the only one I've never
7:28
really touched because I do graphic design now, but
7:31
it's not what we would publish. It's not
7:33
very good. It's functional. It's
7:35
functional. Yep. It's what I
7:37
need to do to make prototypes. And so, like, during
7:39
that time, you know,
7:42
and I, like, frankly, like, fast with
7:44
my third game. So, it
7:46
wasn't like I was a real solid designer yet myself
7:48
anyway. It was, you know, my first two games,
7:50
no one knows what they are, and we'll leave it
7:53
that way. And so,
7:55
when Vast hit, you know, like, I did –
7:57
I got to focus really hard on it and
7:59
get really good at making vast. And
8:02
then I wasn't doing a lot of creative work
8:04
anymore because I was moving, I was moving through
8:06
these operation rules. And so as
8:08
I got back to during COVID, trying
8:10
to work on creative
8:13
projects, and just with my own,
8:17
whatever is going on with my brain,
8:19
I was having, especially during COVID,
8:21
it was very frustrating for me to
8:24
sit down and start a project, and
8:27
then maybe not get 100% buy
8:29
in or not be able to sell it to the studio
8:32
effectively. And then I would,
8:35
I was crashing a lot of products during
8:37
that time. And so it was a very
8:39
frustrating time for me. And I got a
8:41
little wrapped up in, in
8:43
how that was going for me. And so
8:46
yeah, it's been frustrating. And now in
8:50
the last year, I would say is we come
8:52
out of COVID, as the operation staff has kind
8:54
of come into their own. I mean, they've always
8:56
been on their own. But like
8:58
now they really are independent of my management,
9:01
you know, I just, I still,
9:03
I still weigh in on the big decisions. But
9:05
a lot of things are being taken care of
9:07
by the operations team without my input. And,
9:10
and now I'm, you know,
9:12
and I and of course, I did, you know,
9:14
as lead design on, I did design on
9:16
unrolled, and I did, I did some design
9:18
of Marauder. So I was
9:21
there designing, but I still needing someone to
9:23
finish things for me while I was getting
9:25
things done. And I like, it's
9:28
weird, there's some like, there's
9:30
some negativity in me about that. Like, I still
9:32
like, think about like,
9:34
you know, like I failed, but like, we
9:36
succeeded because we got the project done. And
9:38
that was how the project was going to
9:40
get done. So like, the
9:43
company's fine, people in the company are fine with me.
9:45
It's just in my head, I was like, Oh, my
9:48
God, like, what if I can't finish
9:50
a project again. And like the way that I got
9:52
vast to the end, you know, and of course, vast,
9:54
I still had to turn over developer because that's the
9:56
process, you need to turn over developer to get it
9:58
done. And
10:01
so now, as I am
10:04
working my way through PATH, which is the game I'm working on
10:06
in studio right now, I've
10:09
acknowledged it and I don't know what's different, but
10:11
I've been able to pull myself back enough and
10:13
assert, you know, this is what I want the
10:15
game to be, this is how I want to
10:18
do it, this is why I'm doing it to
10:20
the staff in a way that communicates to them
10:22
that my intention is serious and I'm going to
10:24
finish the project. And
10:26
then they're able to work with me to get
10:28
the project done. And so it's been
10:31
kind of a time of redevelopment for me and I've
10:33
really been enjoying it. I've heard
10:35
that quite a few times this week
10:37
about COVID really just throwing everything for
10:39
a loop. Yeah. And especially
10:41
when you have a team like you do, but it's
10:44
not even like a solo designer, a
10:46
lot of the people who design fairly in isolation,
10:49
they're like, I just couldn't do anything
10:51
with this because there was no people to work
10:54
with, I couldn't bounce ideas off anybody. And
10:56
then you have a team behind you, but you're like still
10:58
with a team, it was just a
11:00
weird time and like you might've been remote from
11:02
them and I just couldn't communicate the right idea
11:04
because they couldn't touch the piece of wood
11:07
that I was playing with and whatever. Yeah.
11:10
So I think COVID was a real big, I
11:12
don't know, poke
11:15
in the eye for everybody. And
11:17
I mean, we had talked just before we went
11:19
on air about the big bubble in terms
11:21
of production pipeline and
11:24
why Origins 2023
11:26
may not be a financial success for a
11:28
lot of publishers here is because they don't
11:30
have new product. Right, right, right. Because it's
11:32
still 2020, 2021 stuff hasn't arrived yet. It's
11:37
not off the boat in some cases. So yeah,
11:39
it's interesting. And how
11:42
has your process changed
11:45
from when you did Vast
11:48
and then Root and then Oath and
11:53
all the other games in between that Fort
11:55
Ahoy, how does
11:57
it advance to where you are now?
14:00
how to facilitate that difference within the
14:02
structure of the company, I think was very important
14:04
for us. I think to
14:06
be a co-designer is to understand
14:08
your own strengths and limitations and
14:10
understand the strengths and limitations of
14:12
the people you're designing with and
14:15
to insert yourself when
14:18
you're needed and to pull back
14:20
when you're not necessarily the strongest
14:23
person in the room for that particular role.
14:26
When you're when you design with like
14:28
design powerhouses like coal and everybody
14:30
else, like sometimes
14:33
you're going to have that little bit of, I don't
14:35
know, lack of confidence or some that is
14:37
some some imposter syndrome you've been right. I
14:39
don't get hit by that a lot. I
14:41
don't know. I almost never do. And
14:44
I don't think I am in terms of working
14:46
with coal, but it sounds like sometimes you question
14:49
the mojo. Yeah, yeah, yeah, yeah.
14:52
But now but now I'm there
14:55
again. I'm confident about
14:58
how it kind of
15:00
for a moment there's a starting. So
15:03
now I'm confident again about the about the process
15:05
that what I'm doing and he keeps
15:07
reinforcing when if I get too far into like
15:10
what do you guys think I should do here?
15:12
It's like, well, what do you
15:14
want? Go back to that. What
15:17
and you know, who you designing it for? I'm designing for
15:19
you. Maybe I'm designing for my
15:21
Saturday night friends. You know, like I know that the game
15:23
I'm working right now is going to fit really well with
15:25
my gaming group. And
15:28
so like, yeah, I think
15:30
I think just the just the reminder of that of
15:32
who I'm making it for, which is me or
15:35
our audience is has been very
15:37
helpful. So yeah, now I'm really excited about it.
15:39
I'm having a lot of fun with it. I
15:42
also recently brought
15:44
on temporarily. I brought
15:47
on a production assistant who's just
15:49
great at I don't
15:51
have to do like I don't have to
15:53
lay out cards anymore, which
15:56
like I should I shouldn't you
15:58
know, I should be able to do. Yeah,
26:00
you do not have like a male to
26:02
glove Shake
26:05
at them and say my way the highway
26:07
I mean there was some like when they
26:09
said like when they when they came to
26:11
me so recently people
26:13
have come to me in the staff and said You
26:16
got a lot of cool ideas here and and
26:18
there's clearly we're clearly moving But
26:21
like it's time to like kind of pitch like it's kind
26:23
of it's time to create your vision of the game It's
26:25
time to write this down. It's time to write down a
26:27
plan so that We have
26:29
a document to go to when development starts that we
26:31
have something to go to and say well Can't make
26:33
this decision this way because of X because Patrick said
26:35
it's got to be three hour game Can't
26:39
imagine writing that but let's say I did write that
26:44
Has to be and Where
26:49
am I oh yeah, so but there was a little
26:51
bit in that meeting like like Someone
26:54
said this is a really cool project And
26:57
I'd be like I'm excited to work
26:59
on it like I want to I do bonding design
27:01
this and it is There is
27:03
a little bit of what you just said where
27:05
like maybe if someone else came with
27:07
an open-world adventure game We'd be like But
27:10
since you're pitching it here, and it's your
27:12
project, and you're doing it correctly now. We're
27:15
now we're invested in this so yeah,
27:18
so there was a little bit that and That
27:21
is it. I think that's a good going back to
27:23
where we started. That's I think that's a good point
27:25
that Like
27:27
Ted our director of finance We
27:29
were talking over lunch about these things that have not
27:31
worked out one time and he said but
27:33
to your credit As a leader
27:35
you didn't come in and say
27:38
this game has to be published here And
27:40
we have to make this game. That's not gonna work
27:43
right yeah, and and so like like
27:46
so He was like in a way.
27:49
That's a success because you didn't you didn't come in
27:51
and force us to In
27:56
terms of teaching because I
27:58
teach first-year psych right yeah all these
28:00
students who's, you know, it's
28:02
like, my mom told me to take
28:04
this course. They don't wanna be there.
28:07
They're not interested in the program that I teach in.
28:10
Some of them are, you know, people that come from different
28:12
countries and they're just looking to immigrate to Canada. And
28:14
so in the end, it's like, do you really wanna
28:17
be here? And I actually feel
28:19
successful when they choose not to be there. Oh,
28:21
sure, yeah. Right, because it's like you found something
28:23
better that suits you
28:25
better and that's okay. That this
28:28
game is a great idea. It
28:30
just isn't a leader game idea. Or it's, yep,
28:32
yep. It's not for us, yep, absolutely. And I
28:34
think that's fine too. So it's
28:36
really quite interesting. So you
28:39
don't seem like the kind of person who
28:41
surrounds yourself with yes people. No,
28:43
absolutely not, yeah. You seem like the
28:45
kind of person who surrounds yourself with
28:47
people who challenge actually your authority. Challenge
28:51
authority and Clay
28:53
was one of our first employees. He said,
28:55
what I like about you is that whenever
28:58
you don't know what
29:00
to do about your decision, you go and ask a lot of
29:02
people. You go and consult with a lot of people. I talk
29:04
to people. I don't talk to people outside of the company as
29:06
much as I used to. Not
29:08
out of some weird hubris, but just because veterans
29:11
see has taken over, like replaced a lot of
29:13
need to talk to people outside the company. But I
29:16
still do. And I talked, I do
29:18
make sure and talk to everybody about the decision
29:20
that's gonna be impacted about decision and what their
29:22
knowledge of the situation is and trying to figure
29:24
out how to make a decision based on that.
29:29
The Kobayashi Maru from Star Trek.
29:31
Yeah, Cole and I joke about
29:33
it a lot because there's
29:36
been so many business development decisions where
29:39
there's been a disagreement and I'll walk
29:41
in and I'll say, I
29:44
wanna know what both sides of this we're
29:47
trying to accomplish and figure out how
29:49
we can win here. And
29:51
so like Cole or
29:53
I will say to the other, it looks like
29:56
you're Kobayashi Maru in this situation because
29:58
there's just been so many times. were
30:01
just allowing myself to stop
30:03
and communicate and figure out what both
30:05
parties need has allowed us to both
30:08
win and prosper instead of just being
30:10
competitive about it. And especially
30:12
for business development, especially for business partners,
30:14
there is no reason to try and
30:16
rip off. To
30:19
push our printer to the lowest price
30:22
would be silly. Because you're going to end up
30:24
with a bad product. You end up with a
30:26
bad product, they're not going to give us preference
30:29
in situations. If
30:31
something goes wrong, they're like, well, whatever, that's what
30:34
they ask for. And just publish it instead of
30:36
coming to us and saying, hey, is
30:38
this actually what you want? And we need to
30:40
re-talk this. So that's always
30:42
been my philosophy. And I
30:44
try and treat the employee, the
30:47
people who work at leader games that way, that I want
30:50
to listen to what they have to say. To
30:52
the point that sometimes
30:54
I think, wow, did I advocate too much
30:57
authority? But it's just
30:59
a stressful line, you got
31:01
to walk. Sure. And I
31:03
think if we can
31:05
use the past as a good predictor of
31:07
the future, I'm just going
31:09
to look at the ratings of Root and
31:11
Oath and just
31:13
tell you that. I think you made a
31:16
lot of good decisions. So this is really
31:18
fascinating because a lot of times, most
31:21
of the publishers that we end up talking to
31:25
get out of design and you
31:27
decided not to do that. Right. Yeah. Yeah.
31:29
No, I decided not to. No, I'm still
31:31
going to do this design stuff. I've been
31:33
asked a dozen times today if we're taking
31:35
prototypes and I'm just like, no, sorry, I'm
31:37
doing my own thing still. And I think
31:40
it's really, really interesting to learn
31:42
about how you design within the
31:44
ecosystem of a company
31:48
as the person who's also head
31:50
of said company and the titular
31:52
name on the company logo. If
31:55
it all goes down, it's like, sorry,
31:57
there goes your kid's legacy. Oh,
32:00
I don't know. I just added
32:02
to the existential dread that Patrick already feels. Every
32:05
day. Boy,
32:07
did you see my tweet about my kid? Which
32:09
one? Yesterday, I'll
32:12
show it to you afterwards. It
32:14
was bizarre. He
32:16
just started talking about how he was born. And my
32:19
wife and I were both like, what is it? What
32:22
made him think that? So it was
32:24
pretty amazing. I didn't see that. I normally
32:27
sleep in my home. I'm not afraid to
32:29
sleep in my own home, everybody. And
32:31
he's three. If Patrick is sleeping at leader
32:34
games headquarters, you know why. You know why. So
32:36
yeah, so getting back to it, yeah,
32:38
I think, yeah. So
32:41
it's just important for me that
32:44
we come in with a version of
32:46
Path that, I mean, of
32:48
course, it's my project. And I think
32:50
they're doing a really good job of staying out of my way in terms
32:53
of giving me the vision and
32:55
the creative control of it. But
32:57
also, there's just been really good
32:59
feedback that some of which can
33:01
be constructed is negative. And
33:04
that's OK. I mean, that makes the 8s.
33:06
Yeah. And that's why the games are probably
33:08
as good as they are. Because there is
33:10
constructive feedback given. It's not just a bunch
33:12
of yes people saying, yes, Patrick, yes, Patrick,
33:15
yes, Patrick. It's like some people are actually
33:17
in their foot and say, Patrick, you
33:19
got to open your eyes. We've got to do it
33:21
this way. It's not going to fly. Yeah. You know,
33:23
Marauder to some extent was just me saying, it's the
33:25
end of COVID. Josh,
33:28
go ahead. Do whatever you
33:30
need to do. I think
33:32
we're going to get a few of those dialed in products
33:36
coming out soon. I know
33:39
we are because that's just
33:41
human, right? So do you want to hear about the
33:43
others, the night ones? Yeah,
33:46
I mean, I do. I just want to ask you another
33:48
question about Path. OK, absolutely. So
33:50
Path being like this adventure path
33:52
game where you have like three
33:55
or four storylines set up
33:57
that are driving the whole
34:00
game process. and those storylines
34:02
interact with each other and with you as
34:04
the characters, the players. Is
34:09
it kind of like these
34:15
three things are that they
34:17
set the tone of the world? Yes, absolutely.
34:19
Okay. And then the
34:21
rest of the mechanism is what?
34:24
Oh, yeah. So, yeah. So,
34:28
it's my, you
34:30
know, it's the iterative loop, which you're aware of, I'm sure,
34:32
where we're going to set down
34:34
something and try it every day and come
34:37
up with what we like. It's
34:40
gone through a few phases, but now where we're
34:42
at is you start
34:44
as a hero, you get a little ID card. The
34:47
ID card is your starting story. There's
34:50
no adventure on it. It's just, you know,
34:52
like where you start, what equipment you start with and things
34:55
like that. And then
34:58
currently you are rolling
35:01
dice every turn to move to
35:04
see where you can move to. So, the map has... You're making
35:06
a roll and move? Yeah,
35:08
I guess I guess. Yes, you are. I guess
35:11
I am, yeah. You are, though. And
35:13
so, like, well, I mean, but the dice are
35:15
pretty simple because it's like they have two mountains,
35:17
two forests, two plains on them. Okay. But
35:19
you can always trade down. Okay. So,
35:22
you can always use to move across anything. And
35:24
then you have an endurance score and the endurance score can
35:26
be used to move a little bit further. If
35:29
you're carrying something heavy, which is a lot of the game,
35:31
a lot of game is about weight.
35:34
Are you serious? Yeah, then you lose
35:36
endurance faster and so
35:38
on. Okay. Because encumbrance is like
35:40
the worst part of Dungeons and Dragons, right? Well,
35:43
this is very simple. This is very... Okay. So,
35:46
if you... If you made it fun, I will absolutely adore it. Literally,
35:49
all encumbrances is if you go to
35:51
a ruin and you
35:53
find a treasure, you're encumbered. Okay. Yeah,
35:56
that's it. That's the whole system. If you're
35:58
help... If you... as
36:00
you're helping settlers move from one side of the
36:02
map to the other. There are
36:04
two encumbrance, yeah, as you move your baggage
36:06
across the planet. And then you can have
36:09
hirelings come in and one of
36:11
the roles hirelings can take is to be a
36:13
cart, which I'm still trying to figure out, loot
36:15
a narratively. You get
36:17
an animal with a cart and then that can
36:19
help you avoid that. They're transformers. They transform
36:22
into carts. It's actually pretty
36:24
grisly and you don't want Kyle to
36:26
drop. Oh, yeah. Like,
36:30
I don't know if you watch anime, but
36:32
I have. I've been known to
36:35
have you have you watched Attack on Titan? You
36:38
know, like that was like the last
36:41
series I've seen trailers for
36:43
that. I was like, I need to watch that. And
36:45
we still have much. It's like 10 years old now,
36:47
isn't it? That's not that old, but it is old.
36:49
Yeah. Well, you know what? It might
36:51
actually be 10. It's it's weird. It's
36:53
it's a good anime. Like some people
36:55
really like it. I only mildly adore
36:57
it. But
37:00
there is a very specific Titan,
37:03
the cart to Titan. Oh, boy. So you should look
37:05
it up. OK, I will. It's fascinating. And then show
37:07
it to Kyle and then get Kyle to draw it
37:09
for me and I'll put it on a shirt. So
37:14
in four months, it'll be 10 years old. Oh,
37:16
yeah. September 20th, 2013. Awesome.
37:21
Time. Time. Yeah, it's
37:23
all it's all been messed up.
37:25
That disc, whatever. Wow.
37:27
Wow. That's amazing. So,
37:29
yeah. So then you also start out with the basic set
37:32
of equipment when you go into a battle.
37:35
You have three rounds to defeat whatever it is, except for the
37:37
race, which is one of the paths. Wraiths,
37:39
you have to beat in one round. You get three chances.
37:42
We got to do it. They have to
37:44
kill them completely. Right. Right. And
37:46
then I actually came up with this part and
37:49
I really, really been enjoying it. There there was
37:51
this ring with equipment around it and you draw
37:53
a card and there was arrows pointing off like
37:55
there's a square card. There was an arrow pointing
37:57
off each edge of the card. And
37:59
then you turn. And you'd set it down, and then whatever
38:01
symbol it was pointing at on the equipment is how much
38:03
damage you did and how much you blocked on
38:06
that turn. And then the enemy would just do a certain amount
38:08
of damage to you every turn. I
38:11
just took that card out and made
38:13
it. It was like, you can
38:15
just do this with dice. So it's just, yeah.
38:17
A die that's one, two, three. Then
38:20
you just assign it to the slots as
38:22
you get on the board. Because there's three slots in
38:24
each piece of equipment. It's pretty cool, but I like
38:27
about it is that I'm getting pretty nerdy here. So
38:29
I'm getting away from the theory. So
38:33
then as you gear up, you have
38:35
a blue slot. So if you pick up a blue item, you
38:37
can put it over the blue slot, and then that changes how
38:39
hard your character hits or how
38:41
well they block the character. The blue slot's your left
38:43
hand, so it sometimes is blocking, sometimes it's damage. And
38:47
yeah, so that's the gist
38:49
of moving and fighting. And
38:53
then everything else is just pieces. So
38:56
every turn, then you either move, you fight, or
38:58
you steal something. Stealing is a big part of
39:00
the game. And then you
39:03
get one, what do I call a crown action? Again,
39:05
looted narratively as we get closer to a setting, I'll
39:07
decide if crown's the appropriate term. Of course, you'll see
39:09
me in a convention two years from now, and I'll
39:12
still say crown because even if
39:14
it's not. Yeah, yeah. My brain is hard and
39:16
around crown at this point. I still say it's
39:18
wrong terms and best all the time. Yeah,
39:21
and so then you get one of those. And so then
39:23
it's like, you can either drop off an item, pick up
39:25
an item. So it's all very hydraulic.
39:31
And what a lot of the prompt of this
39:33
version of it is because I was struggling with
39:36
getting the story to tell the way that
39:38
I wanted to. And Ted, our director of
39:40
finance came to me and said, here is
39:42
a bunch of meeples hiding
39:45
to tell the story with just what I have in my hand.
39:48
I love how your team challenges you, like you're
39:51
the director of finance. Finance, because he's been doing
39:53
a lot of my testing. He's been my testing
39:55
while they're working on ARX. And
39:57
that was, I know, of course, it's not
39:59
just those people. pieces anymore. But that was
40:01
a good focusing point of like, what
40:04
if we could tell the story where like, if
40:06
there's a meeple on the table, that's
40:08
a soldier for this faction. What does
40:10
that mean for that faction to have
40:12
a soldier there? And that's how the
40:14
world's been building. That's really interesting. So
40:16
you're actually working from sort
40:19
of component first, but abstraction, like
40:21
really deep levels of abstraction to
40:24
say, what is the story that this can
40:27
tell us little narratively, just
40:29
by knowing the world that's it in the
40:31
context that it's in. And where it's sitting.
40:33
Yeah, yeah, absolutely. Very cool. And so and
40:36
before anybody goes, like accuses that process of
40:38
being very official. I mean, basically,
40:40
I took everything we were
40:42
doing before then, and moved it into that framework.
40:44
And it just fits so well that I'm really,
40:46
really happy that. That's very cool. So
40:49
yeah, so beyond your character, then yes, it is
40:51
all about the path cards that are all about
40:53
like, they will put pieces
40:55
on the table, they'll take pieces away from the
40:58
table. And that is that is where the player
41:00
will then interact with the world. So
41:02
like, for instance, it's the star empire, which is
41:04
the current. So we did
41:06
start in the root universe. So you they used
41:09
to be the cats, the root of verse, the
41:11
root of verse. Yeah. So actually, it's funny
41:14
because the one
41:16
of the offshoots of that original design that led
41:18
to path. Kyle,
41:22
I was talking about making it. And I said,
41:24
we do it in a fantasy world. He said,
41:26
I'm tired of fantasy. So we just got out
41:28
of vast. Yeah. So he did all these animal
41:30
characters for it. Right. And then that's when,
41:33
like, eventually, like that, like we were
41:35
talking about styles for how to do
41:37
route and Cole
41:40
Cole, so the Cole saw those drawings and was
41:42
like, but let's let's let's go with this. And
41:44
you know, I'm not trying to deny what Cole
41:46
did, like Cole, like Cole was like, I'm feeling
41:49
kind of like Redwall. I feel kind of like
41:51
I want to do anthropomorphic animals. And
41:53
he saw those and then he was like, okay, here's
41:55
my pitch for how we're going to do. And that's
41:57
how those two work a lot. Yeah. So
42:01
there's a little bit of, you know,
42:03
like path kind of
42:06
led a little bit to, like again,
42:08
not going to diminish what
42:10
Cole contributed to the project. I think
42:12
Cole really was already on it thinking
42:14
about anthropomorphic animals, but then he saw
42:16
these drawings for Path. Yeah. Yeah, okay.
42:18
That's the style right there. Right. That's
42:20
a weird idea. That's like the manifestation
42:22
of the idea. So originally when I
42:24
said I'm like when I was crashing
42:26
Dark, which was the game I was
42:28
working on last summer. Right. And
42:31
I said, I'm going to like, there's some ideas here
42:34
from Dark that I want to move, you know, so
42:36
we harpsed some ideas and we moved them into Path
42:38
and Alita and I started working on it.
42:41
And that,
42:43
that to me was, that
42:46
was very pure to move through that
42:48
through line. But then
42:50
it was so easy to go, okay, well, how
42:52
about Path just be set in the universe? You
42:55
know, like that's how we started it. So all the
42:57
heroes were the Vagabonds, all the, you know, the factions
42:59
were the, in
43:01
the game. Yeah. And then, but at one point we
43:04
said, I think it's going to be easier
43:06
for it to stand on its own if we, if we make
43:08
a new setting for it. So we started to move away from
43:10
that. But it was a nice
43:12
easy crib to get started. But it's, but it's
43:14
not in the vast averse. It's well,
43:19
I do have one of the dungeons is called the
43:21
Crystal Caverns. Oh, okay. Yeah. So I do have another
43:23
question just because you sort of alluded to it. Would
43:27
you can have you played 504? I have
43:29
not yet. Okay. Yeah. It's
43:31
your kind of thing. Yeah. Yeah. And I'm very,
43:33
I really liked, I like, I even like a
43:36
bad Friedman Freeze game. So this is exactly that.
43:38
Yeah. Right. Because I mean, there are no bad
43:40
ones. Well, it doesn't, it
43:42
doesn't, and Friedman, you know, we're friends,
43:45
it just doesn't hold together the
43:47
way it's like an art project
43:50
that somebody decided to publish. The 504. Yeah.
43:52
Yeah. Yeah. Yeah. Yeah. Like, like it's a
43:54
brain exercise. That somehow somebody
43:56
said, maybe you should make this into a product. Maybe
44:00
it should never have been a product except
44:02
for parts, right? But the concept
44:04
of the killer... Like there's so many good will,
44:06
I've known so many people use the parts from
44:08
them. But the
44:11
concept is like a
44:14
killer app, it's just nobody
44:16
wants to do that. Right. I was
44:18
genuinely terrified when it was in production.
44:20
I think we talked about this one
44:22
day. Because I was like, what if
44:24
this does work? And what if this
44:26
doesn't necessarily wipe out Euro design? But
44:29
what if it took out half the market with it? What
44:31
if people are like, no, I
44:33
don't need to play your flavor of Euro.
44:36
I'm gonna... I'll just pick the elements I
44:38
want to play inside of 504 and
44:41
then I'll... Right?
44:44
And then I don't need to learn a new
44:46
system because I already know 504 essentially. But this
44:48
is before it was released. And
44:50
then I was like, I mean, even if it
44:52
took out half and then someone else
44:54
is like, well, what if
44:57
1080 finished the job? So
44:59
what if someone was like, oh, that works
45:01
so well. We only have to apply these
45:04
remaining five principles and we have all of
45:06
Euro design captured in one design space. I
45:08
was legit concerned about that for all of
45:10
your livelihoods. And
45:13
then it turned out the way it did. And
45:15
no diss on them, I think it's an
45:17
amazing art project. It's a strong hold.
45:19
I just don't think it landed well.
45:22
But I was wondering, is
45:26
the path system kind
45:29
of similar to the 504 book?
45:32
Where it's like... Yeah, I can see that. But
45:34
curated. Yeah, a little bit more curated, a little
45:36
bit tighter. And it's automatically integrated, right? Which is
45:38
what we're missing from 504, why
45:41
it doesn't necessarily feel right for some
45:44
people. What might not have landed well,
45:46
for people who aren't into abstracts. And
45:49
the challenge for me for mission, like if you
45:51
look at MMO design, World
45:53
of Warcraft, is that essentially
45:56
you have a mission, like
45:58
all the quests and... You know, like
46:01
when the game came out, they're like just 10,000 quests. But
46:04
yeah, but there's, there's three quests. There
46:07
really are. There's three goals. How's that?
46:09
There's go kill something. Yes, that's what
46:11
I mean. Go, go get something or
46:14
move this thing from the, from this place to
46:16
this place. Right. And that was,
46:18
that's pretty much all the wow. That's
46:21
all the expression of wow can give you for all the
46:24
probably billions of hours. Wow has been played by all
46:27
human beings on the planet. I'm sure I've played it
46:29
500 hours. Yeah. Um,
46:31
and so like that is to
46:34
me, that is as complex as
46:37
I wanted to make the path cards. Right.
46:39
So they are go kill the dragon. They
46:41
are the settlers are picking up
46:43
something and moving across the board. And
46:46
there is a very robust way to
46:48
penalize your movement system or to penalize
46:50
your movement because of encumbrance because of
46:52
encumbrance. And I think I
46:55
agree with Ted and Cole's feedback that it
46:57
might have to be a little bit more
47:00
nuanced before I'm done. But we're,
47:03
it's good enough to get us to get us to the next step.
47:06
Um, and then there's,
47:08
yeah, go, go, go steal something, go, go
47:10
fetch something. Yeah. And, uh,
47:12
and so that like all the path cards will
47:14
eventually boil down to this. And so like
47:17
that sounds limiting, but also
47:19
I don't want to head into a
47:21
504 situation. Right. Exactly. Okay, cool.
47:24
Yeah. All right. So I also
47:27
had a question about dark because you and I had
47:29
talked about dark in the past, which is like shooting shit
47:31
and there's dark and what are you working on? Bad
47:33
if you're a developer listening right now and you want
47:35
to finish dark, tell me let's go
47:37
ahead. I mean, sure.
47:41
Um, but when you
47:43
quote unquote crash a game, what
47:46
actually happens? Um,
47:48
so I had, I had a play
47:50
test where, um, like
47:53
we had a play test where, um,
47:55
you know,
47:57
the creative. We all sat down
47:59
and we played it and we
48:01
said, there
48:04
isn't the
48:08
problem with Dark was that I was trying
48:10
to make the kind of old school, like
48:13
not Axis and allies, but like the sort of
48:15
like build up and attack each other style game
48:18
system. And that's a very
48:20
long game. And so the combat was a
48:22
little bit more the I think
48:25
what works for Axis and allies. First of all, you
48:27
got to be willing to play it for four or
48:29
five hours. There's also two teams. So there's no like
48:31
it's not everyone for himself, which are
48:33
every person for themselves, which creates a lot of ability
48:36
to get away with every person
48:38
for yourself is very difficult to
48:40
do with Axis and allies style combat because in
48:42
Axis and allies, you can lose more pieces in
48:44
a turn than you can build in
48:46
a turn, which is a very important part of. But
48:49
if it's every person for themselves, you
48:51
have to be able to reset faster than that.
48:53
Because three people could just attack you. And then
48:55
that'd be the end of the game. Yep. And
48:58
I just wasn't landing the way that
49:02
the theme and the pieces and everything were
49:04
fitting together. I just wasn't landing a compelling
49:07
game experience inside of that loop. And
49:10
that was the feedback I was getting, was
49:12
I just wasn't landing. And
49:15
I kept throwing time at it. And
49:18
what I wasn't doing was sitting
49:20
down. And partially because my schedule
49:22
was constructed, partially just because my
49:24
own practice was wrong, I
49:28
wasn't sitting down and saying, let's revision what we're
49:30
doing here and actually start over. Instead of just throwing,
49:32
oh, OK, well, these mechanical tweaks will get us
49:34
where we need it. Yeah, you kept throwing stuff at
49:36
the walls. No, no mechanical tweak was going to fix
49:38
the game. And with a year out,
49:43
there could be, now that I'm learning
49:45
a process, maybe I could sit down and figure that out.
49:47
I got nothing exactly in a hurry to do that because
49:49
I have a lot of stuff I got other stuff I
49:51
want to work on. That
49:53
was the moment. And then, you know, and
49:55
like Dark had already been born out of
49:58
an attempt. And then
50:00
I had, Kyle pitched a concept to
50:02
me and I was working on that and then, I
50:06
had worked on concepts for dark
50:08
years before, so a lot of
50:10
my stuff comes from older work. And
50:13
I was seeing similarities to what he pitched
50:16
to me, where it was ending up, and
50:18
it was just a very smooth transition into
50:20
dark, and then I was working on that
50:22
and I said, this isn't gonna work, I'm
50:24
just gonna switch over to path. And
50:27
I started working on path right now. But
50:29
you did say that you took some learnings,
50:31
if not whole mechanics, from dark
50:34
and moving them over to
50:36
path. Okay, so I mean, that's another lesson
50:38
learned, right? For designers out there, you put
50:40
something on the shelf, it's okay to rip
50:43
off your own work. You can totally do
50:45
that. Yeah, and even stuff from
50:47
the project Kyle pitched was
50:50
moving, you know. There was
50:52
his version of it and then I kinda
50:54
tried another dueling game, again, something I was
50:57
working on experimenting
50:59
with David at the beginning. So
51:01
there was a couple offshoots and then they all came
51:03
back down into dark and then that didn't work, and
51:05
then I moved to path. Yeah,
51:08
but I think we're further along with path
51:10
than I've ever been with anything, and I
51:12
think this is it. This
51:14
is the way? This is the way this
51:16
is gonna happen. All right, okay, so the
51:18
other projects, what else is going on? Oh,
51:20
yeah, yeah, yeah, so. Patrick
51:24
is now drinking water. Yeah, give me a minute.
51:27
It was funny, I was talking normally all day,
51:29
and then I did
51:31
four hours in the booth this morning. I did from
51:33
10 a.m. to two this morning,
51:35
and someone stepped away from the booth,
51:37
so I took over their Ahoy demo,
51:41
and my
51:43
voice cracked the entire five
51:46
minutes I was talking to the people, and I don't
51:48
know, it's because I was trying to speak up over
51:50
the crowd a little bit, and
51:52
then Ted was like, what's happening? You were
51:54
just talking to me normally, and I'm like, I don't know!
51:57
And then I stopped doing the demo, and went back to talking
51:59
to people. at the register and I was
52:01
fine. And I was like, I don't know
52:03
what's going on here. You hit puberty. I
52:05
apparently, this one five minute period at 48,
52:10
it was my entire puberty and now
52:12
I'm through it. Now
52:14
you can have kids. Good for you. Good for you, Patrick.
52:16
Thank you. Oh no, I should probably talk to my kids
52:18
about this. Sorry, kids, I
52:20
couldn't have you. So
52:24
yeah, so
52:28
other projects that I've been at night, so
52:30
I've been working on. Oh
52:32
yeah, because you're 10 to 11. My 10 to
52:34
11 shift. Yeah, and it's
52:36
great because I've given myself permission
52:39
to go very slow on these
52:41
and very deliberately. And that has
52:43
actually led to better
52:45
productivity than just
52:48
trying to like, I'm going to spend four hours on this
52:50
tonight trying to build.
52:52
And again, just for listeners,
52:55
this is an hour of
52:57
uninterrupted Patrick time, no tweeting
52:59
to send, no looking
53:01
at YouTube. Yeah,
53:04
nothing. Just that project. I mean,
53:06
that sounds way pure than it actually is,
53:08
because I'm still fighting my attention span. And
53:12
so yeah, so I've been working on a game called
53:15
Block, which I think is unpublishable. And
53:17
that was the one I showed you. We
53:21
tried a version of Block again, another project
53:24
during the pandemic. We
53:27
tried a version of Block, and Block
53:30
is, again, derived from.
53:32
See, I just keep moving
53:34
projects through the folder. So
53:37
there was another asymmetric project that was flicking.
53:40
And I remember that project. I remember that. And
53:43
that isn't a bad failure. And in fact,
53:45
I think it could be published. The
53:49
problem is I had no way of testing it,
53:51
because I'm really good at flicking games. And I
53:53
was just destroying everybody. I played in it. And
53:55
I was like, I don't know how we're going
53:58
to test the asymmetry in this flicking game. game
54:01
because there's so much skill involved in flickering. Yeah,
54:03
either you get four people who are equally as
54:05
good or equally as bad. It goes, yeah, and
54:07
then an equally bad sounds miserable, like way to
54:09
pull that. Yeah, because it would just, it would
54:11
just, it would just, just way to wait. If
54:14
you're like playing golf with someone that gets an 80 per
54:16
hole, you know, it'd be like, yeah, I'm not, it's like,
54:18
no, no one wants to watch that. 80 is pretty good.
54:21
Oh, probably. Yeah, yeah, yeah. No
54:24
one wants to watch that. So I, so I
54:26
took all those roles and I moved them into
54:28
a, into kind of
54:30
a more, a more of
54:32
a tactical layer and more
54:35
of a like, again, I have,
54:38
and path is an example of this, I have
54:40
this concept in my head of what's, of what
54:42
I call naturalist design, where if
54:44
there is like chess is, is kind of the
54:46
pinnacle of naturalist design for me, where it's like,
54:50
you know, there's a Bishop on the board
54:53
because there's a Bishop on the board. Right.
54:56
And you don't, the Bishop doesn't attack with
54:58
three dice. You don't need to know that. Yeah. It
55:00
just is what it is. It is what it is.
55:02
It lands on, you know, of course you don't have
55:04
to memorize how the pieces move, but that's, but that's,
55:06
you know, but that's of spectrum
55:08
of, of design. So checkers might actually
55:10
be even more naturalist. Yes, absolutely. And
55:13
I, and for the hobby market, but
55:15
I always hold up for me is,
55:17
uh, owner room, the
55:20
solo game, because even though the cards have
55:22
symbols on them, they're an
55:24
absolute representation of each card represents
55:27
one card and is one step in the maze and you don't
55:29
have to go, Oh, I have 11 steps
55:31
in these four cards and not to add up any numbers.
55:33
I just go, there's 11 cards there. I have 11 steps
55:35
in the maze. And so, uh,
55:37
for me, that was like, I wanted to
55:40
approach a more naturalist approach to, um, kind
55:43
of some of the things I've been doing in
55:45
path with, with pieces on the board representing things.
55:47
But, but beyond that, I
55:49
just wanted to take these four, four
55:51
very asymmetric roles and I, and
55:54
as you know, I like root and I like
55:56
vast, but I wanted to just strip them down
55:58
to the, to the barest. Meple
56:00
moves three spaces left or it moves three spaces
56:02
right. It moves up or it moves down. It
56:04
can move a block. It cannot move a block.
56:06
And that was kind of the approach I took
56:08
for block. BLOK,
56:11
I suppose. I guess. Yeah. Or
56:13
you really want the plural then to be BLOX. Yeah.
56:18
But I'm pretty sure that's probably something on it. That's
56:20
probably, yeah. That's probably something right. Because that's a little
56:22
too cool for school. That's too
56:25
cool. So yeah. And
56:27
so kind of the abstract theme for right
56:29
now is there's this temple. I'm kind of
56:31
seeing a world like Journey, the
56:33
video game where it's just this like there's pilgrims
56:36
moving across this temple. So
56:39
one race is like one faction is this group trying
56:41
to move across the map. One
56:43
group is this group that's greening it. So
56:45
everywhere they walk, they put little green pieces
56:47
around. And then when enough of them are
56:49
together, they can build a tree. They form
56:51
a tree. And then there's
56:53
builders who are coming in and rebuilding the
56:55
temple. And then there is a hunter
56:58
who I haven't seen him play much because I have
57:00
to play alone. And
57:03
I do have a TTS set now. So I
57:05
can do get to try it. But the hunter
57:07
is like playing like
57:10
a single blind with the other players. So they're moving
57:12
dummy pieces around the map. And then eventually the dummy
57:14
piece is going to reveal. And you know where the
57:16
hunter is and the hunter strikes. And
57:19
takes out one of the players, Meeples. And
57:22
so that's been testing pretty well. But again,
57:25
there's no pressure on me right now. This
57:28
is not for any timeline. So
57:30
if I get to test it, I'm going to get to test it. But no,
57:32
no, no. And that's really interesting that you said
57:35
it's probably unproducible. Yes. So yes.
57:37
And so what makes it block
57:40
is because the game, which
57:43
probably talk about what makes it
57:45
beyond the naturalism, is that
57:48
every board is made out of
57:50
a bunch of wood blocks.
57:52
Blocks. Each by each block. Yeah. They're actually
57:54
two inch by two inch. They're massive. Oh,
57:56
wow. And I need to get two by
57:58
two by one. trying to figure out how
58:01
to source that because two by two
58:03
by two blocks, you can't see meeple that's standing
58:05
behind him and I keep losing pieces while I'm
58:07
sitting. So
58:09
I have to make a moment.
58:12
Yeah. A little shorter block. Yeah.
58:15
And, and so the map is made of these blocks
58:17
and every time someone scores a point, they
58:20
have to add blocks to the map. And so the map
58:22
is growing during the game and sprawling out during the game.
58:24
And, um, and
58:27
like whenever you do something to the board,
58:29
like if you plant a tree, you put
58:31
a tree down and that tree is now,
58:33
that space is now inaccessible. You cannot go
58:35
through it. The hunter can like
58:37
as an exception, cause
58:40
he's wicked awesome. He just jumps over it.
58:42
But everyone else has to, has to move around
58:44
the tree. Everyone has the, if a builder
58:46
builds a temple, everyone has to walk around
58:48
the temple from now on except for the one
58:50
builder building that lets the builders go through it.
58:52
And, and, uh, and so that's, so that's,
58:54
so it's unpublishable because I just
58:57
don't know how I'd get past my logistics
58:59
person or my production person. Yeah. I'd like
59:01
to put 60 wooden blocks
59:03
in a gigantic wooden blocks on
59:05
the game. It's probably about 15
59:07
pounds. Yeah. When, when it's a
59:09
symbol, yeah. How do you, how
59:12
do you feel about shipping that around? Um, uh,
59:14
so, so it might be just a better
59:16
art project and then I'll publish the rules
59:18
and people can decide what they want to
59:20
do with it. Right. I mean, or, you
59:22
know, I don't want to put more plastic
59:24
into the world, but STL files and the
59:26
stuff or whatever it is
59:28
a conundrum. And as you know, I make some
59:30
big wooden games. I've played them.
59:33
Yeah. And, uh, we have the same
59:35
logistic puzzles all the time. What are
59:37
we going to do with that? And
59:39
it's really funny because you're right. Players
59:42
kind of want that. They like the
59:44
big pieces. They like the wood.
59:46
They like the table presence,
59:48
all that kind of stuff. But at some
59:50
point there's a cost to all of that.
59:53
Right. If it's not mechanically
59:55
integrated, it's even, you know, worse of a
59:57
cost. Right. Right. Because it's just an art
59:59
piece. need to be there. So yeah,
1:00:01
well, we'll figure it out. But I like that
1:00:03
you're working on games that you know, at the
1:00:05
start, may not be anything.
1:00:08
Right. That makes it like a really
1:00:10
cool thought exercise. Right. And very earnest,
1:00:12
I think. Yeah. Yeah. It's real game
1:00:15
design. So I, as
1:00:17
you know, because I am who I am, and I
1:00:19
design the games that I design, I'm very caught up
1:00:21
in the product phase of, okay, it's
1:00:23
got to meet this IP's product standards, blah, blah, blah,
1:00:25
it's got to look like a mutant Ninja Turtle or
1:00:27
whatever IP I happen to be working on. So it
1:00:30
is hard. It is hard to do. And
1:00:35
I've just picked up a couple
1:00:37
more projects for myself or started
1:00:39
them because I want to get
1:00:42
the passion back. That's what I
1:00:44
found was lacking over COVID. Except
1:00:47
for RPGs. So RPGs, I was writing lots of
1:00:49
my own thoughts and feelings, bug board games, it
1:00:51
was like, okay, there's a movie coming out in
1:00:53
2022, make a game for it, that kind of
1:00:55
thing. Right. And it became very like, just
1:00:59
process oriented and not really fun
1:01:01
anymore. So the
1:01:04
one that I showed you the other day with the big
1:01:06
blocks again. Yeah, yeah, yeah, yeah. With the big blocks, yeah.
1:01:08
The unproducible game. Yeah. And the unproducible game, potentially, we don't
1:01:10
know, is. I think you have a
1:01:12
tighter selection of pieces and because
1:01:14
they can pet, they'll probably come flat. Who
1:01:17
knows? And after it is assembled, I
1:01:20
think you got some options. We got some
1:01:22
options. We were talking to manufacturers today because
1:01:24
one of the publishers said, I love this,
1:01:26
but let's go talk to my manufacturer. Who
1:01:28
just happened to be in the down? Here
1:01:30
we are. Yeah. So, but
1:01:33
anyway, my point being that
1:01:35
I think it's really good
1:01:38
to have passion about something, even
1:01:41
when you're uncertain about its future. Because
1:01:44
the process, the
1:01:46
journey, whether you're encumbered
1:01:48
by one or two points, I don't know. The
1:01:50
journey is the important thing. And
1:01:53
both you and I are talking about this. We kind
1:01:56
of lost our love of
1:01:58
it or some of our thoughts. process
1:02:00
of it or we had to re-examine our
1:02:02
process of it during the pandemic. And
1:02:04
for me, it's coming to shows, getting
1:02:07
ideas, talking with my good friends and
1:02:09
seeing games and touching pieces.
1:02:11
And that's what's reinvigorating me to
1:02:14
make games that who knows if
1:02:16
they'll ever get published. And I actually
1:02:18
don't care. Yeah. For
1:02:20
some things, I don't care. And that's weird,
1:02:23
right? When you're trying to think about, oh, you
1:02:25
know, I've got to keep this business going and
1:02:27
I've got to keep all this stuff done. But
1:02:31
you're right, it is more earnest and whole
1:02:33
and wholesome. And it's
1:02:36
just real game design at that point. Game
1:02:39
design for the sake of game design as opposed to the sake
1:02:41
of meeting a production schedule
1:02:43
or meeting an IPs thing or making
1:02:45
a product. So that is
1:02:48
what I'm taking away from your life. Oh,
1:02:50
yay. What do you
1:02:52
take away from it? Alan
1:02:56
Moore, the writer. Yes. And you
1:02:58
talked about it a couple of times this weekend. Very strange. He
1:03:01
did a, I don't even know what group he did
1:03:03
it for. He did a 10 minute speech and you
1:03:05
have to listen to it for a minute and go,
1:03:07
okay, I get it.
1:03:09
And he said, I give you permission to read bad books
1:03:11
as a writer. He was talking to writers. And
1:03:15
you know, so I took that to mean I get to
1:03:17
play bad games. Or make more games. Or make bad games.
1:03:20
Yeah, I think, you know, to some extent, I think that
1:03:22
was Alan Moore was also getting it was, I give you
1:03:24
permission to write something bad too. And
1:03:27
because he's like, if you only read good
1:03:29
things, if you only try and make good things, you're
1:03:32
never going to give yourself the freedom to see.
1:03:35
First of all, you don't you don't know it's
1:03:37
bad yourself. And so if you are comparing yourself
1:03:40
only to good writers as a writer, you're going
1:03:42
to fail because you you're not a good writer
1:03:44
out of the block. No, the good
1:03:46
writers. Nobody is. Nobody is. The
1:03:49
good writers did not did not get there overnight. And
1:03:53
in the same the same goes for writing the same
1:03:55
goes for game design. I've
1:03:58
I've just been I've been enjoying. just
1:04:00
playing whatever I want and enjoying playing again.
1:04:04
I was just thinking this morning how like, I
1:04:07
got really into games, workshop games
1:04:09
during the pandemic. Did you? Yeah.
1:04:12
Really? I did. I got back into it. I
1:04:14
used to play a lot of Warhammer. It was
1:04:16
my early 20s. I was just talking to Chris
1:04:18
Kirkman about Warhammer. Oh, yeah? Yeah. Yeah. So, yeah.
1:04:20
So, I, yeah, so, Warcry, I played a lot
1:04:22
of Warcry, which is the like Warhammer, like 10
1:04:24
model. I really like
1:04:27
it because over Warhammer, because you have
1:04:29
10 miniatures and they can all move
1:04:31
independently. Yeah, because that's
1:04:33
squad based. So, that is as interesting to
1:04:35
me as having 10 squads, because they're all
1:04:37
doing something. Yes. Yeah, they're all able to
1:04:39
do something, even if they're just contributing weight
1:04:41
to a capture point or whatever. And
1:04:45
then I, as of the
1:04:47
lark, I also picked up Blood Bowl,
1:04:49
their game. And then
1:04:51
they just recently republished Dungeon Bowl. Dungeon
1:04:53
Bowl, I think, is utterly
1:04:55
brilliant and I love playing it. But
1:04:58
it is just a very sloppy 20 page
1:05:02
rule book to do what it does. And
1:05:05
no offense to those designers. I'm saying
1:05:07
I love your game right now, but
1:05:09
it is, I was surprised. So,
1:05:12
are we going to hear about like a leader games?
1:05:15
It's sports games. Dungeon Bowl league. Yeah. Oh, no, no.
1:05:17
Yeah, I am in a league, but
1:05:19
not with people in the studio. Oh, what
1:05:21
a sports game. Hmm. Oh, yeah, yeah, there
1:05:23
you go. Yeah, ball. There you go. Yeah.
1:05:26
Yeah, I do. I'm in a Dungeon
1:05:28
Bowl league. I'm, we've only
1:05:30
met once and I'm undefeated. So,
1:05:33
I'm pretty glad about that.
1:05:35
All right. So, we'll talk to you in a
1:05:37
year. See, you're still undefeated. Okay. All right. So,
1:05:39
if people want to reach out to you, Patrick,
1:05:42
or follow you on anything, or learn about the
1:05:44
next thing coming from leader games, where can they
1:05:46
do that? So, we, leader games
1:05:48
is a pretty good presence on Facebook and Twitter,
1:05:50
at leader games, on
1:05:53
Twitter. I
1:05:55
also am on Twitter as Patrick Leader, which
1:05:57
is a different account run by different people.
1:06:00
a different person. And I
1:06:03
do rant a lot about design. I also just
1:06:06
talk about other weird nonsense all the time. It
1:06:08
is weird nonsense, but it's the good kind of
1:06:10
weird nonsense. It's the good weird kind of
1:06:12
nonsense, but I do that. I used
1:06:14
to try and do an AMA about once
1:06:16
a week. I have probably
1:06:18
done once a season now. I
1:06:21
feel like my metrics,
1:06:24
my visibility is messed up since the
1:06:26
purchase. Something weird has happened,
1:06:29
or maybe people just don't want to ask questions
1:06:31
anymore. But the AMAs aren't hitting as hard as
1:06:33
they used to. So that's a good place to
1:06:35
contact me. And then if you need to
1:06:37
talk to me for some reason, just
1:06:40
send an email to support at Leader Games. And
1:06:43
they will forward it through to me. All
1:06:45
right. And remember, everybody, leader is L-E-D-E-R. Yes,
1:06:47
thank you. I should know
1:06:49
to do that. You don't
1:06:51
know how to spell your last name. No,
1:06:55
I should know. I should know I have to
1:06:57
tell people how to spell it. Whenever I call anywhere, I
1:06:59
say it. And its leaders spelled
1:07:01
L-E-D-E-R. Thank you very much. Excellent.
1:07:03
Thanks so much for coming, Patrick. It was awesome
1:07:05
to see you. I always have a hoot
1:07:08
when we talk. I
1:07:10
like talking to you, too. We'll see
1:07:12
you soon. Thanks. Thanks. Take care. Bye.
1:07:44
Bye.
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