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Interviews by an
Optimist # 6 -
Bruno
Faidutti
Bruno Faidutti is well
known in the gaming world for his many game designs. He has designed over
a dozen games with the most popular being Citadels, nominated for the
Spiel des Jahres in 2000. Bruno is also a game enthusiast, maintaining a
web site with a recommended game library and other articles concerning
gaming at www.faidutti.com.
Tom Vasel: Over the past several
years, your name has often been synonymous with the words "chaos" and
"light". Of course, this isn't always the case, but I feel that when
people think of your work, they think of games such as Citadels or Fist of
Dragonstones. What causes you to design games with this high "chaotic"
element?
Bruno Faidutti: Though all of my games are
not so chaotic - see Babylone or China Moon, which have perfect
information - it's true that many of my games can be described as chaotic;
and that I enjoy designing games with this mix of interaction, luck, humor
and dragons often called "chaos". In this regard, Citadels or Fist of
Dragonstones are even probably not the worse ones... The main reason is
probably that I design the games I like to play and that I like playing
such games.
Games of pure skill are too competitive for me - when
the best player wins, it feels as if the aim of the game is only to find
out who's best, and that's not my idea of a game. In games of pure luck,
my decisions have no real effect on the game, while one of the reasons I
play games is probably that I want my decisions to have a measurable
effect, which is too rarely the case in the real world. So, I like games
that stand somewhere in the middle, with some skill and some luck.
The real world is a hard to stand mix between absurdity and
tragedy, and is usually not really fun to look at. I play games to have a
break, and that's why I like the game setting to have some fun, some humor
in it.
I design games because I'm lazy. I would have loved to
write long and difficult novels, but I don't have the strength to do it.
Designing games is, at least for me, much easier and lighter; but this
implies that I focus on light and easy games. If someday I can stand the
work, time and concentration required to design a complex strategy game
such as Age of Steam of Puerto Rico, I would probably use it to do
something else other than designing games. That's why I mostly design
light and fun games, with a balanced mix between skill and luck.
Tom Vasel: What
is your favorite game that you haven't designed? And what game has had the
greatest impact on your designs?
Bruno Faidutti: My
favorite game I didn't design is definitely draw poker, which I rate as
the most subtle game ever, even when I'm not very good at it. The game
that had the most impact on my designs is definitely Cosmic Encounter,
with Magic the Gathering being a good second; but Magic the Gathering was
itself inspired by Cosmic Encounter. My experience in role-playing games,
and especially LARPS, also inspired my overall theory of gaming; but I
don't think it has made a clear impact on my board and card game designs.
Tom Vasel:
Obviously some of your games receive a lot more press than others
(Citadels, etc.), while many of your early games have little if any
mention. What game have you designed that you think is underrated, and
which game is your personal favorite?
Bruno Faidutti:
I think it's normal for old games to receive little press, unless they
have become classics. It's probably better for my very first design,
Baston, which was not so good. On the other hand, one of my biggest
commercial successes, Knightmare Chess, was my second design and still
sells regularly more than ten years after being published; so maybe now it
is becoming a classic. This game, though, is mostly bought and played by
chess players and chess clubs, often as a joke, and receives little press
in the boardgame hobby.
As for my own favorite design, it's hard
to make a choice. Mystery of the Abbey is the game I'm most proud of, but
this doesn't necessarily mean it's the best one. I'm proud of it, because
deduction games are among the hardest ones to design, and because a
chaotic deduction game is quite a challenge. I think Serge and I have
really succeeded with this one; mainly because the game is really dripping
with theme, something I find more and more difficult to achieve, probably
due to long exposure of German games.
The gaming world seems to
have decided that Citadels is my best game, and it's definitely the one
that sells best. I like it, but I don't consider it so much better than my
other games. It seems that Boomtown will be quite successful too. There
are two of my games, which I consider generally underrated, Castle and
Fist of Dragonstones. Castle was inspired by collecting card games and has
many cards with different effects. This means it has a learning curve,
something unusual in my games; but I think it is one of the subtlest and
richest games I have ever designed. As for Fist of Dragonstones, it has a
bluffing feel very similar to Citadels, and I was really surprised that it
didn't have the same success. By the way, I just read the interview by
Eric Hautemont, where he regrets Queen's Necklace didn't sell best - I
think Fist of Dragonstones deserved it even more!
Tom Vasel: You've designed several
of your games with another author. What are the advantages and
disadvantages to working with another person when designing a board game?
Bruno Faidutti: I am surprised at how easy I find
working on a game with another designer, especially given that designing
games is, at least for me, a substitute for writing; and writing is
clearly a solitary experience. I see two main advantages in working
together with another designer.
The first advantage is that it's a
wonderful occasion to meet - even if only by email - other people from the
gaming world and to be confronted with other ideas, other trends, other
ways of thinking. When you're working on a game design with someone else,
it gives you a good reason to email or call someone else, instead of just
saying, "Hi, how are you doing?". Designing games with someone else makes
it kind of a social activity, while designing games alone can sometimes
feel like brain masturbation.
The other reason is that it's very
convenient, especially now with the internet and the possibility to send
and print files quite easily, and that it works well. The game designer,
like the book writer, is often "blocked" in front of a blank page - now a
blue screen. It's difficult to ask someone else to take over a text for
you, but for a game, which is something less personal, it causes fewer
problems, providing you choose your co-designer with care. When a game
designer is blocked and lacks an idea to push his design farther, another
one can bring in a fresh look and new ideas. That's why games designed
with a co-designer are often designed much faster than the ones I try to
make alone. Most of the games I've designed with Alan Moon, Bruno Cathala,
Serge Laget, Michael Schacht and a few others have been sold and published
before we ever get an occasion to playtest them together.
Another
reason I make so many designs with a co-designer might be that I am quite
good at writing clear rules, which makes discussion by internet very easy.
I've been told by many publishers that I am the only designer whose rules
are immediately clear and often don't need to be rewritten (save for
checking English grammar errors) before publication!
I have five
games scheduled so far for 2005, and all of them are common designs with
different designers - Alan Moon, Michael Schacht, Bruno Cathala, Serge
Laget, Mike Selinker and Paul Randles.
Tom Vasel: Can you tell us some more
about your upcoming games?
Bruno Faidutti: You know
how it is.... I've never had many problems telling about my upcoming
games, but it seems some publishers don't like it; so I won't go into
details. The first one is Diamant, designed with Alan Moon, a fun and
fast-paced race and risk taking game, à la Can't Stop, in an Indiana Jones
setting. Then comes Hollywood, a small, tactical card game designed with
Michael Schacht, which can be a real brain burner and feels probably more
Schacht than Faidutti. Later there will be Treasure Island, which is a
kind of follow-up to Pirate's Cove, two centuries later, with divers
exploring the wrecks. This very nice family game was Paul Randles very
last design and has been finalized by Mike Selinker and I, which makes it
a very special collaboration. As for the two other ones, since things can
still change a bit about them, better wait a few months.
Tom Vasel: What
companies are producing the first three games you mentioned?
Bruno Faidutti: Schmidt, Fantasy Flight Games and
Tilsit
Tom
Vasel: Being from France, what do you think when you hear people
constantly talk about "German" games? Is the boardgaming scene large in
France, also?
Bruno Faidutti: I'm weary of nations and
nationalities, no matter whether French, German or any other, and I don't
feel very much French myself. (But I'm sure some American people will find
this very French) I feel more European, or may be only part of the
"western culture", rather than French. On the other hand, even if my game
designs have been influenced by the German school in the last ten years, I
don't think I completely belong to the so-called "German school" of game
design. I'm still somewhere in between the German and the American styles
- at least I try to be.
The boardgaming scene in France is much
smaller than it is in Germany, or even in the USA, but it has been
constantly growing for the last five years, with companies like Days of
Wonder (technically American but in fact half French), Asmodée (who
started with RPGs but focuses more and more on boardgames) or Tilsit (hard
to describe because it's hard to understand), and with authors like
Roberto Fraga, Sylvie Barc, Philippe des Pallières, Bruno Cathala, Serge
Laget, Christophe Boelinger. Maybe France (and possibly Italy) will be for
boardgames what Germany was in the nineties - we'll see. But once more, I
always try to be as little French as possible, even when, for obvious
technical and linguistic reasons, it is much easier for me to deal with
French companies, to work with French authors, to meet French gamers.
That's the reason why my website is in English as well as in French.
Tom Vasel:
Let's talk briefly about your website... You have an ideal library of
games there, and you spotlight a game each month. How do you decide which
games go in the ideal library?
Bruno Faidutti: I
started my website at the beginning of the internet, in 1993, I think. In
those times, there was only one publisher with a website - Sid Sackson -
and very few gaming resources on the web. At first it was a single page
describing my boardgames, the LARPS I was organizing, and my university
research. The space limit given by my provider was... 512 k. Step by step,
I made three different pages for games, LARPS and unicorns, then I stopped
playing LARPS because of lack of time and wrote a different page for each
game, then half a dozen pages for each game... and it started to become
popular and get a lot of visits. In those times, I was often asked what
other games I would recommend, and I thought uploading a few game reviews
of games I could recommend would be a good idea. The idea of an "ideal
game library" comes from the "imaginary museum" of André Malraux, and I
wanted to achieve something like this with games. I then added a few
games, one or two every month, and now there are about 400 entries,
meaning 400 games I really like, which is a lot, especially when I don't
play that often. Some of them are just games that I happened to really
like at a moment, but which I've not played for years. I know the ideal
game library is popular in the small internet gaming world, and I try to
update it regularly with both recent and older games. It's not
necessary that I play many sessions of a game to add it to the library,
since in recent years there are only a dozen games, aside from my
prototypes, that I've played more than two or three times. On the other
hand, with all the talk on the internet, I can now play almost only games
that I am already almost sure to enjoy. So the criterion is simple, if
after playing a game or two I feel the experience was really rewarding,
and that this was due to the game and not only to the gamers; I add it. As
for the game of the month, this is something I added one or two years ago,
and it's just the game I want to put some focus on at the time, and I
don't always know why.
Tom Vasel: You've designed a lot of games, produced by many
different companies. What advice would you give to the aspiring board game
designer?
Bruno Faidutti: My first advice is - don't
be paranoid. I've noticed many aspiring designers are afraid that some
publisher will steal their ideas and are concerned with legal protection,
patents, copyrights and the like. Don't bother with all these time and
money consuming things; just make games. Almost everybody in the game
business is honest, and the internet has become the best protection, if
someone makes something dishonest, it will be told in all games mailing
lists and forums at once, so no one has an interest in it. Also, many
aspiring designers are afraid that it's difficult to get published when
you are not already well known in the game circuit. Of course, contacts
are a bit easier for "established" people, but the game publishing world
is much more open than, say, the book publishing one. If your game is
really good, it will find a publisher. If it's always rejected, it's not
good enough or needs some reworking. Also, don't hope to make a living
from it, unless you can live very modestly; or your wife has a very stable
and well- paid job.
Tom Vasel: When designing your games, did the ideas "just
come to you", or did you sit down and methodically plan out the design of
them?
Bruno Faidutti: It's an interesting question,
which means it's difficult to answer it. I enjoy designing games, and I
try to design a few new ones every year. This doesn't mean that it has
become a kind of work; and I don't sit in front my computer saying, "I
must make a game today, where do I start?". So, I can say that the
original idea for a game often "just comes to me" out of nothingness. I
often have ideas for games when reading books or playing other games. I
read a book and feel it would be nice to have a game creating the same
ambiance; or I play a game or read a review of it, and I feel like "I
would not have made this that way"; or I just talk with other game
designers, with wild ideas going back and forth, and I just hit on one.
This means I can have too many ideas sometimes, and no ideas at all for a
few months. On the other hand, once the basic idea is here, there is some
actual work in making a working game out of it, but I have no fixed
designing process that I methodically follow. Sometimes I work on the
rules for weeks before making a first test; sometimes I immediately test a
few systems by myself; sometimes I email another designer and ask him if
he likes the idea and would like to work on it with me; sometimes I make a
rough prototype and try to test it as soon as possible.
Tom Vasel: Can
you give an example of the length of time and planning of designing a game
- say like Citadels?
Bruno Faidutti: Once again, there
is no rule. Some games can be designed in a couple hours (Knightmare
Chess), other need two years (Mystery of the Abbey). Citadels, if I
remember well, needed a few months. First was the original idea of making
a mediaeval card game with a fantasy twist but not too much magic. I
discussed the idea on the phone a few times with Serge Laget, but we
started working in two such different directions that it ended in two
games, Castle and Citadels, a few months later. If I remember well, I
first had the idea of spending money to play district cards, and of some
district cards earning money for some characters, and some having special
powers. I hesitated for a few weeks on how the characters will be
attributed - a character for the whole game, or a majority system with the
different colors, or just random distribution every turn; until I read the
rules of Verräter and thought the system in it would fit my games very
well.
All this story is developed on my website, with one article
about the relation with Castle and one about the relation with Verräter.
Tom Vasel: Bruno, thanks for your time! I always look
forward to your next game and appreciate you doing this interview. Any
last words for our readers?
Bruno Faidutti: Can't
think of anything specific to add at the moment - just visit my website
(www.faidutti.com) occasionally, and you'll see what I have to add at the
moment.
Tom Vasel
"Real men play board games" January 26th, 2005
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