Breve articolo in cui ho raccolto le impressioni di alcuni editori ed autori presenti alla Fiera di Essen.
Purtroppo non sono riuscito a raccogliere un feedback da tutti, ma mi sembrava interessante riportare almeno queste impressioni.I remember the first time I was in Essen, many years ago. The fair was really smaller than now and not so many foreign publishers (foreign means non German) were there. Italians, both publishers and gamers, were isolated. StudioGiochi, with Leo Colovini, dV Giochi (actually DaVinci) and few others. I remember Emanuele Ornella first debut with Fantasy Pub and the first time for Angelo Porazzi, with me in an epic travel across the alpes with the caravan full of Angelo boxes. Mik Svellov Brett’n Board was one of the fews lights for english speaking in the darkness of great number of German publishing available only in German and, It seems impossible nowdays, BGG was just moving the first steps.
It seems I’m talking of other ages but it was just less then 10 years ago …
Questa è la 14 intervista per la serie l’Arte del Gioco: Interviste agli autori di giochi, che sto realizzando per il sito OpinionatedGamers.com
Presto le interviste, in Italiano, saranno pubblicate su questo sito, a partire dalla prima fatta a Leo Colovini.Here I’m with the 14th interview. This time I gone to ask about the art of design to Nicolaas (Niek) Neuwahl. Niek is a long time designer with an huge amount of games produced, mainly abstract games. Niek has also a long militancy in the SAZ, the greatest world wide association for games designers, now with the role of management questions about Games Advertising.
Of course, since his main production is in abstract games, Niek works most on the mechanics but discovered how peoples approach differently if a game has also a “theme”.
Questa è la 13 intervista per la serie l’Arte dell’Inventare Giochi: Interviste agli autori di giochi, che sto realizzando per il sito OpinionatedGamers.com
Presto le interviste, in Italiano, saranno pubblicate su questo sito, a partire dalla prima fatta a Leo Colovini.Sebastièn Pauchon is a Swiss designer and, at least geographically, collocated close to both German and French. Talking about his games Sebastièn says “I guess they are more “German games” than anything else, maybe because as stated I start with the mechanics…” and than again “Nah, I honestly think my games are German all the way“. Actually the only French reminescence is in the look and in the artworks.
So, Sebastièn looks like a real German designer with strong interest in the developing of the mechanics.
Questa è la 12 intervista per la serie l’Arte dell’inventare Giochi: Interviste agli autori di giochi, che sto realizzando per il sito OpinionatedGamers.com
Presto le interviste, in Italiano, saranno pubblicate su questo sito, a partire dalla prima fatta a Leo Colovini.In this interview I’m going to ask about art and design to Friedemann Friese, a designer that absolutely is trying to characterize his games with a common style and mark. Green and F are not the only things common in his designs. Friedemann told me “One of my main parts in designing games was, that I really enjoyed the ameritrash games for their themes and the euros for their mechanics and I always tried to combine this, to take the best of two worlds.” and also, “Art is coming from a strong energy inside of you and has do be done, because it has to be done, for no other reason.“. Friedeman Friese is another designer that work in the great creative space that lies between “Ameritrash” and “Euros”, trying to cathc the best from both. Here my interview:
Here my new post for The Art of Design series. This time I’m gone to interview Ignacy Trzewiczek. He is not yet a long-time designer like others I have interviewed before but he is one of the rapresentative of the new schools are coming from east europe and also a designer with a strong personal style and some innovative ideas. “It takes few months of gathering pictures, ideas and emotions.” told me Ignacy talking about the design process and also “In a future, I’d love to be known as this guy who makes games so strong and deep connected with theme.” … great! Here the interview:
Today I’m going to interview Reiner Knizia, probably one of the most prolific game designers and one of the icons of “german style” design. Reiner, like Martin Wallace interviewed recently (insert the link to the interview) made of his art of design his full-time job. Now (actually from 4th of April), you can also follow Knizia also on Twitter. You will discover that for Reiner “designing games is an art, not a science” but later also says “I am certainly a scientist who reduces redundancy by condensing the game into a few fundamental core principles” that could really well identify the style of Knizia production. The interview will end with a really nice parallel with the Platonic ideas theory … here we are!
Today I have had the opportunity to interview Michael Schacht, one of the big names in the games world with more than 100 games designed. Michael, like Knizia and Colovini, is part of the “german style” school and the mechanics, more than the theme, are his principal focus: “short rules but maximum of gameplay” is a common “sign” in his designs. Michael is really great in developing gateway games (like the SDJ winner Zooloretto) and he always aims to “make the game as easy as possibe without losing the fun“. Now we can start with the interview…
Here I am again with “The Art of Design”. Today, I’m managed to catch Martin Wallace, one of the most prolific game designers in the last years with a truly excellent portfolio – including award winners like Age of Industry and Age of Steam. Martin’s games are well known not only for good mechanics but also for a strong connection with the theme. Martin says “the challenge of designing a game is how to capture some of the feel of the theme” and also “I try to match the mechanisms with the theme“. I think this could really give us an idea of Martin’s “sign”. We can start the interview now…
Here I am with the 3rd interview in my series “The Art of Design”. After Colovini (German Style) and Angiolino (Italian Style), today I am here with Angelo Porazzi, a good representative of American Style and one of the greatest Italian self-publishers. Actually, as you will discover during the interview, Angelo is really something more than a simple self-publishers and “The Art of Design” really make sense talking about his production. Angelo is also a good friend and the 1st designer I have interviewed in my old BGN series “Cosa Bolle in Pentola?” Since Angelo is also a professional illustrator, he told us about the signature of his games: “[I] think is given mostly from my illustrations, from my artwork” and also Angelo says he like “simple, interactive, games that may put together a family, a classroom, a group of friends in a funny and intelligent way”.
Here is another interview about The Art of Design. Today I’m going to interview Andrea Angiolino, another of Italy’s big names. Looking on BGG, he has more than 40 games published starting from 1985 but, of course, Andrea is best known for his Wings of War series.
Angiolino told us “I love simplicity, clean games with steamlined mechanics that at the same time are very consistent with setting and chrome” — something we can call “The Italian Style”, that is between German and American games. Inside the “school” Andrea aims to use mechanics with “hidden complexity“. Let’s go!