You may have noticed the sharp decline in daily posts to close out the month. It was ambitious to try and do a post per day. Early on, it was nice because I had gotten 3-4 posts ahead in the queue and a decent number of posts were dependent upon other people providing most of the content via interviews, features, etc. And then the burnout hit. It hit hard. Content creator friends know what I’m talking about. I needed to separate for a short time and get some Lord of the Rings-based solo gaming to reset myself. Let’s just say I’ll never try a post-per-day idea again, no matter how fun that was.
Today I am closing out the month with the final interview, this time with the talented Carla Kopp from Weird Giraffe Games. I had the pleasure of working with her a little on the solo mode for Stellar Leap, playtesting it and providing some feedback along the way. I was beyond impressed with the execution in the solo mode for Fire in the Library. I’ve reviewed the solo experience for both, based on prototypes, previously.
But enough about me. Let’s let Carla take the reins and do the talking.
1)Let’s start with some background history. How did Weird Giraffe Games come about? Where did you get the idea for your first game, Super Hack Override?
Weird Giraffe Games came around mostly due to us having the idea of Super Hack Override. The idea for that came from attending Dragon Con. During the convention, we spent a lot of time waiting in lines and a friend I was with brought Love Letter. I figured out a way to make Love Letter easier to play while standing in line, by playing your discards face out instead of in a discard pile. I had some free time while waiting for another panel to start and had decided to go to a panel on How to Design a Board Game. One of the main points in the panel was that anyone can make a board game, just start with note cards!
On the way home from the convention, I had that idea that you just need notecards to create a board game and that there should be more games for playing while standing in line and so my friends and I brainstormed what this game would be. Afterwards, I took all the notes from the car ride, got some notecards, and started making cards. The first playtest worked surprisingly well, I wanted to keep going and making the game better, so eventually Weird Giraffe Games was formed!
2)What did you learn from that first game design/Kickstarter that you implemented when designing and running the campaign for Stellar Leap?
One of the major things I learned from the Super Hack Override campaign was to participate in interviews. I participated in a few for Super Hack Override after the campaign started, but I decided to make more of an effort to do so with Stellar Leap. I further learned in the Stellar Leap campaign that I should try to organize all the interviews before the campaign and did that with Fire in the Library and ended up with more interviews for Fire in the Library than for either of my previous two campaigns and most of them happened before the campaign even began, which meant I was able to focus a lot more on that campaign than I had with my previous ones.
I also learned about the power of conventions, as I had gone to Gen Con and met a number of great people right before the Super Hack Override campaign. I decided to try and attend more conventions, as they’re great for meeting people and creating relationships that can last years.
3)Your last two games, Stellar Leap and Fire in the Library, both have solo modes included in the game. What made you decide to design a way to play each of these solo?
My first Kickstarter was Super Hack Override and during that Kickstarter, I was asked about making a solo version of the game. Before this, as I hadn’t really known much about solo games. I told the backer that I would try to design a solo variant for Super Hack Override, but I didn’t know where to start so I did some research on how different solo variants worked. With this research, I designed a solo variant for Stellar Leap and was surprised by just how well it turned out! I did get a lot of help from you with refining and making the solo variant a lot better than it otherwise would have been. After seeing a positive response from both reviewers and backers to Stellar Leap’s solo variant, it seemed natural to try and add a solo variant to Fire in the Library, as well. I’ve actually made it one of my company goals to have a solo variant with every game that we release that can have a good solo variant. It’s not only good from a business stand point, but also a fun design challenge.
4)Which of the two was the more challenging solo mode to design? What made it difficult?
Stellar Leap was by far harder to design, mostly because it was my first time designing a solo variant and I didn’t have a lot of experience with solo games, so I had to do a lot of research and a lot of talking to others. It wasn’t too difficult to design, but it did require some iteration as I learned as I iterated what a good solo variant was. I went with an AI player and I knew that it should be simple and fast to play the AI turn, but one thing I didn’t know was that it would be better to not have the AI player’s score easily known. Stellar Leap is a 4X game and having the score be somewhat easy to calculate meant that you might take an extra 20 seconds per turn to see who was winning, which definitely doesn’t add to the fun.
I learned a lot with the design and development of the solo variant for Stellar Leap and I was able to apply that to the design of the Fire in the Library solo variants and they came together a lot faster.
5)Now that you’ve done those games and added solo play, have you considered going back to Super Hack Override and making that have solo play? How do you envision that might function?
Definitely! It’s been one of my goals from the beginning. I think I’d have either an AI player or a race to get to a certain number of points within a certain number of turns. For the AI, I think I’d have it be simple and have the AI draw two cards and play one, based on how many points the other player has.
6) What are the next projects we can look forward to from Weird Giraffe Games? Get us excited about what comes next!
I’m really excited about a number of projects! I have a few of my own designs that are currently in progress. First is Recursive, which is a code learning game about the coding concept of Recursion. It has both cooperative and competitive game modes and will hopefully teach real coding concepts while also being a fun, puzzle-y game. The Fire in the Library Animal Expansion is also on it’s way to being a great addition to the base game, with having a number of additional tools to increase strategy and replayability and a new event system that changes up gameplay after specific tokens are drawn. Another game that is in the works is a pick up and deliver game based on the gondolas in Venice.
In the more near future, we also have Totemic, which is a set collection rondel based movement game about building totem poles. Each totem has two different types which are used for set collection, an ability, and a number of victory points, so you have many options for how to choose the totem pole that you create.
We have a few more games and partnerships in the works that I can’t reveal quite yet, but there’s a lot more to come from Weird Giraffe Games!
7)Finally, where can people go to find out more about your games, or to find you on social media, etc?
Facebook: Weird Giraffe Games
Instagram: Weird Giraffe Games
Kickstarter: Weird Giraffe Games