Perspective: Where it came from.
One of the reasons I enjoy designing board games is because I get to make all the rules, and that means that there are no rules. This is part of the reason why it’s so rewarding when people react to a game and say “that’s really cool, how did you come up with it?” Because I had no constraints in designing it, each of my games truly is an extent of my mind. That being said it isn’t unusual for people to want to hear the process, so here it is:
There were two main influences in the development of the game, first of which is the game Hanabi by Designer Antoine Bauza (He designed 7 Wonders). It is a delightful co-operative game where you are trying to arrange cards between players, but you hold the cards so that they face away from you.
The second is Scot Eaton’s Hoyle’s Six Project.
As Scot was in the early stages of his 6 suited card deck, he was asking for people to make games to go with it. I was keeping that in mind and trying to no avail to come up with something. One weekend I was with some friends and Hanabi got pulled out. It was my first time playing the game and I was thrilled with the game and the idea that you could not see the side of your card that mattered. After playing several games of the cooperative game I started to dwell on it. In that I asked myself if that same concept could be used in a competitive format instead of a cooperative one.
Deciding to try to take that concept and design a game for Scot’s Hoyle’s Six deck I started creating the card actions. I was assigning a card action to each of the 6 suits, but as hard as I tried I could only come up with 5 different actions that would be useful. The second issue I was having was that it was really strange to have to choose a card to play, since they were facing away from you, before you knew which card action you were going to be using. At that point I knew I needed to use double-sided cards, making one side the action and the other side your objective.
At this point, I stopped trying to design for the Hoyle’s Six and let the game grow on its own. I took the 5 actions and put them on 4 colors. Since 2 of the actions were noticeably less useful, I put them on the same color. At this point I made a VERY rough prototype, and played a version of the 4 player game. That game was met with one ‘its not going to work’ and 2 ‘maybe’s’, but I felt really good about it!
From there I slapped some color on the cards, printed them off and the rest is more or less history. The game itself has hardly changed since that first play. There have been minor adjustments to set up and how the draw and discard piles are handled, but the actions and cards included have been left virtually untouched.
Perspective has been a joy to develop, and play. It’s thrilling to have a game that I continually enjoy playing. It’s one thing as a designer to make a game other people enjoy playing, but it’s a whole other thing to be blessed with a game that the designer continue to enjoys after countless plays.
I recently put up a game play video of the 2 player advanced rules for Perspective, check it out, click here!
In other news, I have started a Youtube channel for the purpose of putting together game play and ‘how to play’s’ that are high quality. Please check it out, click here!
Let me know what games you would like to see tutorials for!
I have a new Twitter account, please follow me to stay up to date with my various projects: @gamestothetable
Thank you for reading, may the dice fall ever in your favor!
~ Andrew Voigt