RPG

dragon-age:-the-veilguard-and-the-choices-you-make-while-saving-the-world

Dragon Age: The Veilguard and the choices you make while saving the world


“Events are weaving together quickly. The fate of the world shall be decided.”

Dragon Age: The Veilguard is as much about the world, story, and characters as the gameplay. Credit: EA

BioWare’s reputation as a AAA game development studio is built on three pillars: world-building, storytelling, and character development. In-game codices offer textual support for fan theories, replays are kept fresh by systems that encourage experimenting with alternative quest resolutions, and players get so attached to their characters that an entire fan-built ecosystem of player-generated fiction and artwork has sprung up over the years.

After two very publicly disappointing releases with Mass Effect: Andromeda and Anthem, BioWare pivoted back to the formula that brought it success, but I’m wrapping up the first third of The Veilguard, and it feels like there’s an ingredient missing from the special sauce. Where are the quests that really let me agonize over the potential repercussions of my choices?

I love Thedas, and I love the ragtag group of friends my hero has to assemble anew in each game, but what really gets me going as a roleplayer are the morally ambiguous questions that make me squirm: the dreadful and delicious BioWare decisions.

Should I listen to the tormented templar and assume every mage I meet is so dangerous that I need to adopt a “strike first, ask questions later” policy, or can I assume at least some magic users are probably not going to murder me on sight? When I find out my best friend’s kleptomania is the reason my city has been under armed occupation for the past 10 years, do I turn her in, or do I swear to defend her to the end?

Questions like these keep me coming back to replay BioWare games over and over. I’ve been eagerly awaiting the release of the fourth game in the Dragon Age franchise so I can find out what fresh dilemmas I’ll have to wrangle, but at about 70 hours in, they seem to be in short supply.

The allure of interactive media, and the limitations

Before we get into some actual BioWare choices, I think it’s important to acknowledge the realities of the medium. These games are brilliant interactive stories. They reach me like my favorite novels do, but they offer a flexibility not available in printed media (well, outside of the old Choose Your Own Adventure novels, anyway). I’m not just reading about the main character’s decisions; I’m making the main character’s decisions, and that can be some heady stuff.

There’s a limit to how much of the plot can be put into a player’s hands, though. A roleplaying game developer wants to give as much player agency as possible, but that has to happen through the illusion of choice. You must arrive at one specific location for the sake of the plot, but the game can accommodate letting you choose from several open pathways to get there. It’s a railroad—hopefully a well-hidden railroad—but at the end of the day, no matter how great the storytelling is, these are still video games. There’s only so much they can do.

So if you have to maintain an illusion of choice but also want to to invite your players to thoughtfully engage with your decision nodes, what do you do? You reward them for playing along and suspending their disbelief by giving their choices meaningful weight inside your shared fantasy world.

If the win condition of a basic quest is a simple “perform action X at location Y,” you have to spice that up with some complexity or the game gets very old very quickly. That complexity can be programmatic, or it can be narrative. With your game development tools, you can give the player more than one route to navigate to location Y through good map design, or you can make action X easier or harder to accomplish by setting preconditions like puzzles to solve or other nodes that need interaction. With the narrative, you’re not limited to what can be accomplished in your game engine. The question becomes, “How much can I give the player to emotionally react to?”

In a field packed with quality roleplaying game developers, this is where BioWare has historically shined: making me have big feelings about my companions and the world they live in. This is what I crave.

Who is (my) Rook, anyway?

The Veilguard sets up your protagonist, Rook, with a lightly sketched backstory tied to your chosen faction. You pick a first name, you are assigned a last name, and you read a brief summary of an important event in Rook’s recent history. The rest is on you, and you reveal Rook’s essential nature through the dialog wheel and the major plot choices you make. Those plot choices are necessarily mechanically limited in scope and in rewards/consequences, but narratively, there’s a lot of ground you can cover.

One version of the protagonist in Dragon Age The Veilguard, with a dialogue wheel showing options

For the record, I picked “Oof.” That’s just how my Rook rolls. Credit: Marisol Cuervo

During the game’s tutorial, you’re given information about a town that has mysteriously fallen out of communication with the group you’re assisting. You and your companions set out to discover what happened. You investigate the town, find the person responsible, and decide what happens to him next. Mechanically, it’s pretty straightforward.

The real action is happening inside your head. As Rook, I’ve just walked through a real horror show in this small village, put together some really disturbing clues about what’s happening, and I’m now staring down the person responsible while he’s trapped inside an uncomfortably slimy-looking cyst of material the game calls the Blight. Here is the choice: What does my Rook decide to do with him, and what does that choice say about her character? I can’t answer that question without looking through the lens of my personal morality, even if I intend for Rook to act counter to my own nature.

My first emotional, knee-jerk reaction is to say screw this guy. Leave him to the consequences of his own making. He’s given me an offensively venal justification for how he got here, so let him sit there and stare at his material reward for all the good it will do him while he’s being swallowed by the Blight.

The alternative is saving him. You get to give him a scathing lecture, but he goes free, and it’s because you made that choice. You walked through the center of what used to be a vibrant settlement and saw this guy, you know he’s the one who allowed this mess to happen, and you stayed true to your moral center anyway. Don’t you feel good? Look at you, big hero! All those other people will die from the Blight, but you held the line and said, “Well, not this one.”

A dialogue wheel gives the player a decisive choice

Being vindictive might feel good, but I feel leaving him is a profoundly evil choice. Credit: Marisol Cuervo

There’s no objectively right answer about what to do with the mayor, and I’m here for it. Leaving him or saving him: Neither option is without ethical hazards. I can use this medium to dig deep into who I am and how I see myself before building up my idea of who my Rook is going to be.

Make your decision, and Rook lives with the consequences. Some are significant, and some… not so much.

Your choices are world-changing—but also can’t be

Longtime BioWare fans have historically been given the luxury of having their choices—large and small—acknowledged by the next game in the franchise. In past games, this happened largely through small dialog mentions or NPC reappearances, but as satisfying as this is for me as a player, it creates a big problem for BioWare.

Here’s an example: depending on the actions of the player, ginger-haired bard and possible romantic companion Leliana can be missed entirely as a recruitable companion in Dragon Age: Origins, the first game in the franchise. If she is recruited, she can potentially die in a later quest. It’s not guaranteed that she survives the first game. That’s a bit of a problem in Dragon Age II, where Leliana shows up in one of the downloadable content packs. It’s a bigger problem in the third game, where Leliana is the official spymaster for the titular Inquisition. BioWare calls these NPCs who can exist in a superposition of states “quantum characters.”

A tweet that says BioWare's default stance is to avoid using quantum characters, but an exception was made for Liliana

One of the game’s creative leaders talking about “quantum characters.” Credit: Marisol Cuervo

If you follow this thought to its logical end, you can understand where BioWare is coming from: After a critical mass of quantum characters is reached, the effects are impossible to manage. BioWare sidesteps the Leliana problem entirely in The Veilguard by just not talking about her.

BioWare has staunchly maintained that, as a studio, it does not have a set canon for the history of its games; there’s only the personal canon each player develops as a result of their gameplay. As I’ve been playing, I can tell there’s been a lot of thought put into ensuring none of The Veilguard’s in-game references to areas covered in the previous three games would invalidate a player’s personal canon, and I appreciate that. That’s not an easy needle to thread. I can also see that the same care was put into ensuring that this game’s decisions would not create future quantum characters, and that means the choices we’re given are very carefully constrained to this story and only this story.

But it still feels like we’re missing an opportunity to make these moral decisions on a smaller scale. Dragon Age: Inquisition introduced a collectible and cleverly hidden item for players to track down while they worked on saving the world. Collect enough trinkets and you eventually open up an entirely optional area to explore. Because this is BioWare, though, there was a catch: To find the trinkets, you had to stare through the crystal eyes of a skull sourced from the body of a mage who has been forcibly cut off from the source of all magic in the world. Is your Inquisitor on board with that, even if it comes with a payoff? Personally, I don’t like the idea. My Inquisitor? She thoroughly looted the joint. It’s a small choice, and it doesn’t really impact the long-term state of the world, but I still really enjoyed working through it.

Later in the first act of The Veilguard, Rook finally gets an opportunity to make one of the big, ethically difficult decisions. I’ll avoid spoilers, but I don’t mind sharing that it was a satisfyingly difficult choice to make, and I wasn’t sure I felt good about my decision. I spent a lot of time staring at the screen before clicking on my answer. Yeah, that’s the good stuff right there.

In keeping with the studio’s effort to avoid creating quantum worldstates, The Veilguard treads lightly with the mechanical consequences of this specific choice and the player is asked to take up the narrative repercussions. How hard the consequences hit, or if they miss, comes down to your individual approach to roleplaying games. Are you a player who inhabits the character and lives in the world? Or is it more like you’re riding along, only watching a story unfold? Your answer will greatly influence how connected you feel to the choices BioWare asks you to make.

Is this better or worse?

Much online discussion around The Veilguard has centered on Bioware’s decision to incorporate only three choices from the previous game in the series, Inquisition, rather than using the existing Dragon Age Keep to import an entire worldstate. I’m a little disappointed by this, but I’m also not sure anything in Thedas is significantly changed because my Hero of Ferelden was a softie who convinced the guard in the Ostagar camp to give his lunch to the prisoner who was in the cage for attempted desertion.

At the same time, as I wrap up the first act, I’m missing the mild tension I should be feeling when the dialog wheel comes up, and not just because many of the dialog choices seem to be three flavors of “yes, and…” One of my companions was deeply unhappy with me for a period of time after I made the big first-act decision and sharply rebuffed my attempts at justification, snapping at me that I should go. Previous games allowed companions to leave your party forever if they disagreed enough with your main character; this doesn’t seem to be a mechanic you need to worry about in The Veilguard.

Rook’s friends might be divided on how they view her choice of verbal persuasion versus percussive diplomacy, but none of them had anything to say about it while she was very earnestly attempting to convince a significant NPC they were making a pretty big mistake. One of Rook’s companions later asked about her intentions during that interaction but otherwise had no reaction.

Another dialogue choice in Veilguard

BioWare, are you OK? Why do you keep punching people who don’t agree with you? Credit: Marisol Cuervo

Seventy hours into the game, I’m looking for places where I have to navigate my own ethical landscape before I can choose to have Rook conform to, or flaunt, the social mores of northern Thedas. I’m still helping people, being the hero, and having a lot of fun doing so, but the problems I’m solving aren’t sticky, and they lack the nuance I enjoyed in previous games. I want to really wrestle with the potential consequences before I decide to do something. Maybe this is something I’ll see more of in the second act.

If the banal, puppy-kicking kind of evil has been minimized in favor of larger stakes—something I applaud—it has left a sort of vacuum on the roleplaying spectrum. BioWare has big opinions about how heroes should act and how they should handle interpersonal conflict. I wish I felt more like I was having that struggle rather than being told that’s how Rook is feeling.

I’m hopeful my Rook isn’t just going to just save the world, but that in the next act of the game, I’ll see more opportunities from BioWare to let her do it her way.

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cryptmaster-is-a-dark,-ridiculous-rpg-test-of-your-typing-and-guessing-skills

Cryptmaster is a dark, ridiculous RPG test of your typing and guessing skills

A different kind of text adventure —

Ask a necromancer to lick a shield. Type out “HIT,” “YELL,” “ZAP.” It’s funny.

Cryptmaster screenshot showing the player typing out

Enlarge / Sometimes you gotta get your nose in there to remember the distinct aroma of 1980s RPG classics.

Akupara Games

There are people who relish the feeling of finally nailing down a cryptic clue in a crossword. There are also people unduly aggravated by a puzzlemaster’s puns and clever deceptions. I’m more the latter kind. I don’t even play the crossword—or Wordle or Connections or Strands—but my wife does, and she’ll feed me clues. Without fail, they leave me in some strange state of being relieved to finally get it, yet also keyed up and irritated.

Cryptmaster, out now on Steam, GOG, and Itch.io for Windows, seems like the worst possible game for people like me, and yet I dig it. It is many things at once: a word-guessing game, a battle typing (or shouting) challenge, a party-of-four first-person grid-based dungeon crawler, and a text-prompt adventure, complete with an extremely goofy sense of humor. It’s also in stark black and white. You cannot fault this game for a lack of originality, even while it evokes Wizardry, Ultima Underground, and lots of other arrow-key-moving classics, albeit with an active tongue-in-cheek filter.

Cryptmaster announcement trailer.

The Cryptmaster in question has woken up four role-playing figures—fighter, rogue, bard, and wizard—to help him escape from his underground lair to the surface, for reasons that must be really keen and good. As corpses, you don’t remember any of your old skills, but you can guess them. What’s a four-letter action that a fighter might perform, or a three-letter wizard move? Every time you find a box or treasure, the Cryptmaster opens it, gives you a letter count, then lets you ask for clues. “SMELL,” you type, and he says it has that wonderful old-paper smell. “LOOK,” and he notes that there are writings and drawings on one side. Guess “SCROLL,” and he adds those letters to your characters’ next ability clues. Guess wrong, well, better luck next time.

  • Okay, so none of my characters can get really good prices through group buying, got it.

    Akupara Games

  • Gelatinous cubes, of course, but this one makes you think on the fly about which verbs you can use.

    Akupara Games

  • A lot of the characters in Cryptmaster are, well, characters.

    Akupara Games

  • In case you didn’t get enough word games from the main gameplay, there is a mini card game you can play with its own letters-and-words mechanics.

    Akupara Games

  • Uncovering more verbs reveals more of your dead characters’ past lives.

    Akupara Games

Once you’ve got a few verbs, you’ll want to learn them and figure out how they fit together, because you’ll have to fight some things. Combat is all about typing but also remembering your words and juggling cooldowns, attack, defense, and ability costs. Strike with your fighter, backstab with the rogue, fling a spell from the wizard, and have your bard reset the fighter’s cooldown, all while a baddie very slowly winds up and swings at random party members. Some fights can be avoided by maneuvering around them, but successful fights also let you choose another letter to potentially reveal new verbs. Apologies for the somewhat vague descriptions here, but I’m trying not to give away any words.

There are a few other mechanics to learn, like smashing wall-crawling bugs to gather their ability-powering essence, and defiling shrines to better suit your undead needs. But let’s talk about the Cryptmaster. Saying the character is “voiced” by the game’s writer and co-designer, Lee Williams, truly undersells it. As with some of the best adventure games, Williams and coder/designer/artist Paul Hart have anticipated so, so many things you might type in when prompted to guess, ask, or interact with their gloomy little world. Maybe there’s a point at which the Cryptmaster—a far more dour version of the HBO Cryptkeeper eternally disappointed in you—stops being surprising in his responses. I have yet to find it after a few hours of play. (How the team pulled off such a huge response range is detailed in an interview at Game Developer.)

Go ahead and recapture some of your childhood sense of wonder: Swear at the Cryptmaster. You won’t be disappointed.

You can play the game in turn-based mode, removing the pressure of remembering and typing out actions, but it’s not the recommended setting. While I played with only typing and relished the chance to give my mechanical keyboard a workout, you can also play with voice prompts. If you’re not sure if this is the kind of game for you, there’s a free demo on Steam that should clue you in.

Was that a pun? Maybe. Cryptmaster gave me a bit more appreciation for word-guessing games—the kind with enjoyments that are not easily, shall we say, spelled out.

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dragon’s-dogma-2-is-gritty,-janky,-goofy,-tough,-and-lots-of-fun

Dragon’s Dogma 2 is gritty, janky, goofy, tough, and lots of fun

Review —

This epic RPG reminds us of Skyrim‘s ambitious jank, but with way better combat.

Player shooting down a griffon with circling beams of light.

Enlarge / One day I will own griffons in such spectacular fashion. But I’m currently carrying a too-heavy backpack and clipped through a hut wall.

With all due respect to the Capcom team, which poured itself into Dragon’s Dogma 2 and deserves praise, raises, and time off, let me get right to it: I love this game for how dumb it is.

I mean “dumb” in the way most heavy metal lyrics are dumb, but you find yourself rocking out nonetheless. Dumb like when you laugh uncontrollably at the sight of someone getting conked in the head and falling over backward. Dumb as in the silliest bits of Monty Python and the Holy Grail, just nowhere near as self-aware (unless, due to translation issues, this game actually is self-aware, then I apologize).

Dragon’s Dogma 2 (DD2) reminds me of playing another huge, dumb, enjoyable game: The Elder Scrolls V: Skyrim. Not the first time you play through it, though. I’m talking about the second or third run-through (or that 100-plus-hour save in which you refuse to finish the game), and your admiration of this huge, rich world gives way to utter ridiculousness. You one-shot dragons with your broken stealth-archer build, you put buckets on the heads of NPCs to rob them, and you marvel at how the most effective fast travel is horse tilting. You lunge into possibilities, choose chaos, and appreciate all the ways you can do so.

Rogue-ish fighter Peter looks on as The Arisen finds himself done in by his greatest foe yet: the awning on a small village hut, next to a rocky hill.

Rogue-ish fighter Peter looks on as The Arisen finds himself done in by his greatest foe yet: the awning on a small village hut, next to a rocky hill.

DD2 gives me those multifaceted Skyrim thrills and chuckles (and a friend confirmed Morrowind works here, too). One time, I had to reload the game because my character—the “Arisen,” savior of the continent, heralded throughout the land—got stuck between a stone hut and an angled hill behind it. Someday, he will challenge the world-conquering dragon, but today, he can’t turn sideways or climb three feet.

Sorry, what's that about recruit training, Phill? I'm having trouble hearing you over the deadly hand-to-hand combat.

Sorry, what’s that about recruit training, Phill? I’m having trouble hearing you over the deadly hand-to-hand combat.

Another time, a band of nearby goblins launched an attack against my squad and a band of nearby knights. The knights’ leader, midway through a lengthy, high-falutin dialogue dirge, just kept talking. Even when a goblin set one of his soldiers on fire less than two feet to his right, he kept yapping.

DD2 has a huge, rich, and varied world, full of systems that just barely fit together, regularly bashing into one another in ways that delight, annoy, and astound. But there is a solid, if quirky, game at its core that rewards exploration and experimentation. The plot, while overwrought with nobility and rebirth and destinies, is intriguing in its broad strokes but let down by the aforementioned dialogue.

The game has made me say, “This is so ridiculous” and “This is amazing” to myself in roughly equal amounts, and that feels like an achievement.

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pax-unplugged-2023:-how-indie-devs-build-and-sell-new-board-games

PAX Unplugged 2023: How indie devs build and sell new board games

PAX Unplugged 2023 —

Tabletop is bigger than ever. What’s it like trying to get your game out there?

Corporate Vampire testing pitch at PAX Unplugged 2023

Enlarge / Given only this sign, and a glimpse of some pieces, a constant stream of playtesters stopped by to check out what was then called Corporate Vampire.

Kevin Purdy

“You don’t want Frenzy. Frenzy is a bad thing. It might seem like it’s good, but trust me, you want to have a blood supply. Frenzy leads to Consequences.”

It’s mid-afternoon in early December in downtown Philadelphia’s Pennsylvania Convention Center, and I’m in the Unpub room at PAX Unplugged. Michael Schofield and Tim Broadwater of Design Thinking Games have booked one of the dozens of long card tables to show their game Corporate Vampire to anybody who wants to try it. Broadwater is running the game and explaining the big concepts while Schofield takes notes. Their hope is that after six revisions and 12 smaller iterations, their game is past the point where someone can break it. But they have to test that disheartening possibility in public.

I didn’t expect to spend so much of my first PAX Unplugged hanging around indie game makers. But with the tabletop industry expanding after some massive boom years, some Stranger Things and Critical Role infusions, and, of course, new COVID-borne habits, it felt like a field that was both more open to outsiders than before and also very crowded. I wanted to see what this thing, so big it barely fit inside a massive conference center, felt like at the smaller tables, to those still navigating their way into the industry.

Here are a few stories of parties venturing out on their own, developing their character as they go.

How much vampire influence is too much?

Corporate Vampire (or “CorpVamp”) has been in the works since summer 2022. The name came from an earlier, more Masquerade-ish idea of the game, in which you could take over a city council, build blood banks, and wield political influence. But testing at last year’s Unplugged, and the creators’ own instincts, gradually revealed a truth. “People really like eating other people,” Schofield says.

Along with input from game designer Connor Wake, the team arrived at their new direction: “More preying, more powers that make players feel like mist-morphing badasses, more Salem’s Lot, less The Vampire Lestat.”

By the end of the weekend, they’ll have taken up a playtester’s naming suggestion: Thirst. But for now, the signs all say CorpVamp, and the test game is a mixture of stock and free-use art, thick cardboard tiles, thin paper tokens, glossy card decks, generic colored wooden cubes, and a bunch of concepts for players to track—perhaps too many.

Hand-cut tokens and make-do squares for an early version of <em>Thirst</em>.” height=”960″ src=”https://cdn.arstechnica.net/wp-content/uploads/2023/12/IMG_3964-Large.jpeg” width=”1280″></img><figcaption>
<p>Hand-cut tokens and make-do squares for an early version of <em>Thirst</em>.</p>
<p>Kevin Purdy</p>
</figcaption></figure>
<p>The way <i>CorpVamp</i>/<i>Thirst</i> should go is that each night, a vampire wakes up, loses a little blood, then sets out to get much more back by exploring a Victorian city. In populated neighborhoods, a vampire can feast on people—but doing so generates a board-altering Consequence, such as roving security guards or citizens discovering bodies. Vampires accumulate victims and hypnotize them for Influence, depending on who the victims are (“Judge” versus “Roustabout,” for example), turn them into “Baby Vampires,” or simply keep them as blood stock. You win by accruing victory points for various misdeeds and achievements.</p>
<p>One player, who told the designers that a different game’s play-test saw him “break the game in 10 minutes,” seemed bothered by how Consequences can be triggered by a single player’s actions but affect all players. Another has a hard time keeping track of the tokens for influence, movement, and blood, and when to move them on and off the board. That’s called “mess testing,” Schofield tells me, and he’s working on it. Some things will be easier to learn and use when the pieces have better designs and materials. But the <i>CorpVamp</i> team can’t jump to that stage until the mechanics are locked down.</p>
<p>As that group finishes a test, another group sits down immediately, having stood nearby to ensure their chance. Schofield and Broadwater won’t lack for players in their three-hour slot. That tells the team there’s “evidence of a market,” that their game has “stopping power” and “shelf value,” despite its obscurity, Schofield says. But there’s lots of work still to be done in alpha. “The costs of powers are too high, the powers aren’t <i>badass enough</i> [emphasis his], and the tactile movement of placing cubes and flipping tokens isn’t quite right,” he later tells me.</p>
<p>After more iterations and some “blind” play tests (players learning, playing, and finishing the game without creator guidance), the game will be in beta, and the team will get closer to pinning down the look and feel of the game with illustrators and designers. Since their schedules only afford them roughly three hours of dedicated collaboration time every week, they lean on what they’ve learned from their product-oriented day jobs. “Frequent iterations and small feedback loops will iron things out,” Schofield says. “Process wins.”</p>
<p>Then they can “enjoy the problems of production and distribution logistics.” After that, “We’ll sell copies of <i>Thirst</i> at the next PAX Unplugged.”</p>
<figure><img loading=

Kevin Purdy

“Don’t do miniatures for your first version”

I played a few different games at PAX Unplugged that were at various stages before publication. One called WhoKnew? was on its second year at the conference. The first year was simply designer Nicholas Eife tagging along at a friend’s booth, bringing only a piece of paper and asking people who wandered by if they thought a trivia game based on the origins of idioms would work. This year, there was an actual table and a vinyl sign, with an early-stage board and trivia cards laid out.

I drew the phrase “The whole nine yards” and I chose “British Artillery” as its origin. Eife congratulated me (The length of a Vickers machine gun’s ammo belt as the origin of the phrase is far from a solved matter, but I will not concede my point.) I asked the designer what state the game will be in next year. “I guess we’ll have to see,” he said, displaying the slight grin of a person working entirely within their own timeline on a purely passion-driven project. It was almost uncomfortable, this calm, patient demeanor amidst the murmuring chaos of the show floor.

An Indie Game Alliance member demonstrates

An Indie Game Alliance member demonstrates “Outrun the Bear” at the IGA booth at PAX Unplugged 2023

Indie Game Alliance

Perhaps looking for a less idyllic counterpoint, I asked Matt Holden, executive director of the Indie Game Alliance, what it’s typically like for new game makers. For a monthly fee, the Alliance provides game makers with tools typically reserved for big publisher deals. That includes international teams for demonstrating your game, co-op-style discounts on production and other costs, connections to freelancers and other designers, and, crucially, consulting and support on crowdfunding and game design.

Holden and his wife Victoria have been running the Alliance for more than 10 years, almost entirely by themselves. At any given time, the Alliance’s 1,800-plus current and former members have 30-40 Kickstarters or other crowdfunding campaigns going. Crowdfunding is all but essential for most indie game makers, providing them working capital, feedback, and word-of-mouth marketing at the same time. Holden can offer a lot of advice on any given campaign but has only one universal rule.

“Don’t make miniatures for your first version of your game, no matter how big your campaign is getting. Just don’t do it,” Holden said, then paused for a moment. “Unless you worked for a company that made miniatures, and you’re an expert on them, then go ahead. But,” he emphasized, “miniatures are where everyone gets stuck.”

Has the burgeoning interest in tabletop and role-playing changed how indie games get made, pitched, and sold? Holden thinks not. The victories and mistakes he sees from game makers are still the same. Games with unique and quirky angles might have more of a chance now, he said, but finding an audience is still a combination of hard work, networking, product design, and, of course, some luck.

An IGA member demonstrates <em>Last Command</em> at PAX Unplugged 2023″ height=”1928″ src=”https://cdn.arstechnica.net/wp-content/uploads/2023/12/iga2-scaled.jpg” width=”2560″></img><figcaption>
<p>An IGA member demonstrates <em>Last Command</em> at PAX Unplugged 2023</p>
</figcaption></figure>
<p>“I can’t tell somebody what’s going to guarantee their [crowfunding] campaign works. Nobody can,” Holden said. “But you do enough of them, and you see the things that the campaigns that work, and those that don’t, have in common.”</p>
<p>Patience would seem to be one of them. As I sat talking to Holden at the Alliance’s booth, game demo volunteers gently interrupted to ask for advice or the whereabouts of some item for their table. Putting in the time at conventions, game stores, and friends’ tables, testing and demonstrating, is critical, Holden said, and it’s a big part of what the Alliance helps newcomers coordinate.</p>
<p>I later traded emails with Eife of <i>WhoKnew</i> (a title that also seems to be in flux). He was eager to tell me that, after two weeks of conventions, including PAX Unplugged, the feedback and enthusiasm “gave us that boost of confidence and the desire to push.” So he and his team “put our nose to the grindstone and immediately started making corrections and changes.”</p>
<p>I realized, at some point over that weekend, that I’d been holding onto an idea about board game success that was dated, if not outright simplistic. I’d held out the story of <a href=Klaus Teuber’s four years developing Settlers of Catan as the paradigm. He had worked, reportedly unhappily, as a dental technician, tinkering with the game in his basement on nights and weekends, dragging new copies upstairs every so often for his family and friends to test. One day, it was successful enough he could quit messing with people’s teeth.

There were, I would find out, a lot of paths into developing a modern tabletop experience.

Cassi Mothwin, working the +1EXP booth at PAX Unplugged 2023

Cassi Mothwin, working the +1EXP booth at PAX Unplugged 2023

Cassi Mothwin

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