We
welcome regular visitor and guest blogger Ricardo Victoria for a Q&A.
He's been by before of course but this time around we're focusing on
his design work.
Welcome
back, Ricardo – now, this time around we're talking design. You
have a background in sustainable design – which first time you told
me, I had no clue what that was. Give us the quick
over-cocktails-and-chat version of what that means.
Ah,
you open with tough questions already, considering that there isn’t
even a consensus of what design is: is it art, engineering or a mix
between them? I would say, drawing from my personal experience as
academic and designer, that design is the action of solving a need
through the creation of an object, be it a poster, a cover, a car, a
catscan or a building, in order to improve the lives of people. I
think that Dieter Rams, former head of design of Braun gives a better
summary of what is design and what should be when he talks about his
ten principles for good design
(https://www.vitsoe.com/rw/about/good-design).
Now,
sustainable design would be the act of solving those needs through an
object, framed within the sustainability context. In sustainability,
a word that sadly has become a buzzword in inexperienced hands but
must remain german for the future of the planet and human
civilization, there is something called the ‘triple bottom line’.
That ‘triple bottom line’ is three spheres of basic action and
effect that surround any human activity: ecology, society and
economy. Only through the balancing on each of these spheres, with
mindful decision making, can we talk that something is sustainable.
If you want a better definition of what is sustainability, look up at
the Brundtland report, which provides the most agreed upon definition
of what sustainability is: "Sustainable development is
development that meets the needs of the present without compromising
the ability of future generations to meet their own needs.”
Thus,
sustainable design would be the act of solving needs through objects
or systems that are mindful of current and future needs with a
minimum negative impact on the environment and generating positive
societal change whilst at the same time helping the people behind
that solution to generate enough revenue to keep doing so. There is
more technical aspect to it, but this would be a primer. If any of
our readers want to know more on the topic, I can’t recommend
enough a book called ‘Design by Sustainability’, by Drs. Tracy
Bhamra and Vicky Lofthouse at Loughborough University. It’s the
book I use for my lectures and was written by my PhD supervisors.
(Incidentally, I did the illustrations for the first edition).
I
personally believe that sustainable design IS the future of my field
and should be implicit in any design we make.
What
project have you worked on in that field that gave you the most
satisfaction?
To
be honest, until a few months ago, I haven’t been in charge of my own
project, rather just collaborating with others. While those projects
carried out at Loughborough University were great, the ones here at my
day job haven’t been particularly exciting. Thus now that I’m in
charge of my own project, one where I’m putting one of my
hobbies, board games, together with my field of study, it feels more
rewarding. Teaching sustainability through board games is fun
and intellectually rewarding.
That
said, I have certain fondness for my PhD project. Whilst I admit it wasn’t the best (maybe I’m being too critical of myself), I love
it because it proved to my current employers at least that you can do
and research sustainable design in Mexico.
Stepping
on from there, you've moved into doing cover design work – having
designed the covers for the Inklings Press books so far. Three of
those are under your belt now – what have you learned as you've
been making that move into being a cover designer?
That
cover design is 30% inspiration and 70% hard, structured work. Most
people think that cover design is easy: you just get an idea and put
it together and voilá, a cover is done without regard to certain
basic design principles. That’s why you end with horrid covers;
mainly on some self-published books whose covers look like cheesy
90s video film covers. No offense, but my designer sensibilities
hurt with them, so I apologise if I come across as a snob.
To
do a good cover, you need to have a good sense of spatial and
editorial composition, good use of colors, be aware of current design
tendencies, know the content of the book so it can portray it as
accurately and respectful as possible. A cover should hook the reader
long enough so they can read the blurbs on the back and then give it
a chance.
Knowing
how to use the basic software, such as Photoshop, is essential as
well, especially when you are editing an image.
But
there is a rule that applies to any design, including cover design
that anyone wanting to enter the field should remember: Keep It
Simple, Stupid. The more elements you add, the more garish and cheap
will look. And that is a killer for your book hopes.
Do
you have a favourite of the three covers? I'll confess I like Tales
From The Mists most of the three, with the merging of the face with
the trees, think it's very sinister. If you do have a favourite, what
makes it stand out to you?
You
are making me choose between my children, you monster. I think Tales
of the Universe is my favorite right now because it looks like a good
cover should look and gives you a decent idea of the content inside
the book. It’s clear and allows reading the name of the authors and
the image is just inspiring. Just a side note, as I saw that mentioned on some reviews: I did not draw the art used in the cover (I’m
a lousy illustrator, as Herc’s portrait shows). I got the image
from a website that offers free for commercial use images and as such
is a Creative Commons object. I don’t like to claim work that is
not mine. I did design the layout and aesthetical composition of the
cover.
Are
you planning to branch out and do more cover design work?
It
wasn’t on my original plans but sure, it’s being considered. It
allows me to stretch my designer's muscles (albeit I’m a product
designer, I like graphic design as well and have taken courses on the
subject. And my wife, a graphic designer with editorial and publishing
background, keeps teaching me how to do it). I do it for the art, man.
Does
this kind of work vary substantially from the sustainable design work
– do you exercise different creative muscles?
The
core muscles are the same, creativity, design layout work and
inspiration. However the external muscles vary. With cover design, I
get to explore my aesthetical sensibilities and experiment, it offers
me more freedom. My work on sustainable design tends to be more
academic and thus a tad rigid in terms of methodology and results
showcasing.
You
also have your eyes set on game design, I understand – what's your
gaming background?
As a gamer, I started with D&D 3rd Edition and Magic when I was in
school. When I went to Loughborough for my PhD, I joined the Game
Society (back then it was RAWS) and thus I was introduced to a
plethora of games by the people there. It was there where I met Matt
(of Save Sekhmet fame), playing with him Bureau 13, Exalted and Big
Eyes, Small Mouth. I also started playing Legend of Five Rings,
several board games courtesy of a friend named Jules (he is one lab
accident from becoming Dr Doom), who also introduced me to one of my
passions: Heroclix. That game did wonders for my math abilities, my
strategic thinking and also allowed me to meet Stephen (who beat me
graciously on several occasions and even gave me free figures) and
Brent (who as a good American, never wins graciously, is a sore loser
and still owes me a rematch, the bugger). Right now I play with my
wife and my high school friends the occasional game, including but not
limited to Carcassone, King of Tokyo, Flashpoint and I’m trying my
hand at Arkham Horror (once I decipher the rules).
A
game designer, well that’s another matter. I started designing
board games during my first year at my undergrad, with an educational collectible card game (I did everything, from rules to illustrations
under a week for 60 cards). I also designed a tridimensional, 360°
tic tac toe out of recycled cardboard and a miniature game based in
Mexican mythology. That game's a funny story, the teacher of that
course thought my original ideas were crap and forced me to make changes to his liking (which is crap and he is a lousy designer to
boot), despite the fact that my research showed otherwise. Cue a year
later, I’m in the UK and I found that Wizards of the Coast released a
miniature game with similar ideas to mine. I didn’t get angry, on
the contrary, I felt vindicated as it showed me that I was on the
right track.
Later
in the UK, once I got tired of the competitive scene of Heroclix, I got
the chance to became a playtester for Wizkids and got to work with a
couple of sets, including Monster & Mutations (that rookie Jean
Grey First Class with quake as power was a change suggested by Jules
and myself) and Arkham Asylum. That allowed me to learn a lot of the
playtest process for any game as well as peek behind the design
choices for rules and mechanics that most player overlook or complain
about. Trust me, it is not easy to balance a figure, even less almost
a hundred. But I love the challenge. Right now I’m reading a lot of
books on game theory, game design and world building.
What
was the first game of that nature you remember playing? For me, it
was original D&D.
D&D
3rd edition, Magic and a similar game called Animayhem, where you
used ADV and Manga licensed characters from the 90s to play. I
always used Goku.
And
what do you want to do in terms of game design?
Games
that are fun, easy to play with high replay value, with streamlined
rules and when possible, versatile. And if they can be used to teach
something, well, I will consider it a good job. I also dream of
creating my own RPG core system mechanics and maybe a miniature game.
What
makes your game design different from others on the market?
The
topic. So far, there are only two games that tackle directly the
sustainability-related issues, CO2 and an new Kickstarter called ThinIce, which I really want to buy.
How
do you begin to design a game? What are the building blocks?
You
need a core concept, an idea that can be developed into a game. Then
you need to start working and tinkering with game mechanics, rules and
playtesting. Forget the fancy models and coloured printouts. That’s
the last part to do. First, focus on the game mechanics, which is the
main objective of your game, how the players will achieve it. Matt
Forbeck, on the Kobold Guide to Boardgame design, says that: “[Game
name] is a [category of] game in which [the players or their avatars]
[do or compete for something] by [using tools the game provides
them]” Without that, you don’t have a game.
You
need to consider which type of game you want. José P Zagalin, in his
paper Collaborative games: Lessons learned from board games,
published in Simulation & Gaming, offers this classification:
- Competitive games: Those that require developing a strategy opposing the actions of the other players in order to win. They range from the simpler, such as Monopoly and Risk, to more complex games, such as Magic the Gathering.
- Co-operative games: Those that while allow only for a winner, they require that players have at some stage of the game objectives that are compatible or allow for trade and alliances, even if is only for a round. Usually these games have a developed ‘economy’ system that allow for negotiation and resource management. A good example of this kind is Settlers of Catan.
- Collaborative games: Often seen in horror-themed games, these require that all players agree in coordinating common strategies to win, since the rival is a ‘virtual’ foe (or in some cases a single player opposing the rest in a different role). Either all of them win or lose (albeit some games allow for acceptable ‘losses’). Examples are: Shadow of Cthulhu, Mansions of Madness and Fury of Dracula.
But
the most important thing you need is to have fun. To love fun so you
can design games that is fun for others. No one wants to spend 30
minutes of their lives with a boring game, or a random one (I’m
looking at you, Monopoly). Fun is the key word here to develop the
mechanics. The looks and name are just mere window dressing.
Are
there any games you've played where you look at them and think
there's a fundamental mistake in their design that you think
undermined them? You don't have to name names if you don't want to
offend but how did that misstep affect the game?
There
are a couple that could do a better job in streamlining the rules,
instead of offering you a massive rulebook. I get that due to the topic
of the game such precision is needed, but it kinda detracts from the
experience and have scared many of my regular players. Alei
Kotdaishura is great with board games and she helps me to set them up
and she has struggled with those games too, so it’s not just me.
Also I hate, but that is a personal pet peeve, games where players
have to invest hefty amounts of money just to be midly competitive
and don’t be trounced by min maxers. I get that is a common risk in
collectible games as well as the source of revenue, but it really
grates me as you end with a smug elite that kill the fun for new
players. Brent and Stephen know what I’m talking about as they
suffered it as well during our tournament days, Stephen less so since he is a great player. (Editor's note: I hear Stephen uses hypnotism to win)
Any
other projects that you have worked on that stand out?
Inklings
Press, of course.
Thanks
for sharing that different strand to your life, Ricardo – now, we
haven't had a Q&A with you this year, so we get to ask our
regular closing question. What are you reading currently, and what's
the best book you've read this year?
Right now I´m reading Darth Plagueis by James Luceno, who i think is a great author. I haven't read many new books this year, mostly rereading a few ones to get inspired for my novel. That said, the newest book I read that I enjoyed thoroughly was Kitchen Confidential by Anthony Bourdain.
No comments:
Post a Comment