Think Like A Game Designer - Vlaada Chvátil — Designing for Joy, Building Great Games, and Letting Quality Do the Marketing (#97)
Episode Date: December 18, 2025About VlaadaVlaada Chvátil is one of the most influential game designers of the modern era. As the creative force behind classics like Through the Ages, Codenames, and Galaxy Trucker, and a co-founde...r of Czech Games Edition (CGE), he’s built a career defined by curiosity, craft, and an uncompromising commitment to making games he actually wants to play. Vlaada’s path—from programming and digital game development to shaping some of the most enduring tabletop designs of the last 20 years—has given him a rare perspective on iteration, collaboration, and long-term creative sustainability. In this episode, we explore how he chooses projects, why great development beats marketing every time, and how designing for joy has fueled both his games and his company.Ah-Ha MomentsWe Sell Games So We Can Make Games: Vlaada reframes the entire business of game design. The purpose of publishing is to fund the next act of creation, not to chase sales targets. This mindset frees designers to make bolder, more honest games, because success is measured by creative momentum, not quarterly performance.The Best Marketing Is Ruthless Investment in Development: CGE spent its early years with no marketing team at all, because they didn’t need one. Vlaada’s long-term strategy is simple and difficult: invest heavily in development and let quality do the work. Great games create their own momentum. Word of mouth, sustained sales growth, and long tails are the natural result of excellence.The Golden Rule of Collaborative Design: When collaborators disagree, Vlaada avoids persuasion entirely. Instead of fighting to prove one idea right and the other wrong, the goal is to find a third solution neither person originally proposed, but that both genuinely like. This reframes disagreement as a creative engine, not a conflict, and almost always leads to stronger, more resilient designs. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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Hello and welcome to Think Like a Game Designer. I'm your host, Justin Gary. In this podcast, I'll be having
conversations with brilliant game designers from across the industry with a goal of finding universal
principles that anyone can apply in their creative life. You could find episodes and more at
think like a game designer.com. In today's episode, I speak with Vladok Zvado. He is one of the most
accomplished designers that I know I have been trying to get him on the podcast since day one.
And I'm so excited to finally get to share his story, his insights, and all of the deep dive design chats with him.
He is a video and board game designer, most known for some very famous board games such as through the ages, code names, galaxy truckers, and way more than I can name here.
You can go to his board game geek page to see all of the many, many games he's worked on, Mage Knight and countless others.
He's built the Czech Games company along with friends of his into a real major name in the industry.
we talk about the process that he uses for selecting games.
We talk about the importance of openness and honesty
and how he creates games more for him than he does for anybody else.
That he sells games so that he can make games.
He doesn't make games so that he can sell games.
We talk about the process of making physical games versus digital games,
how to convert physical games into digital games,
the unique advantages of each side of it.
We talk about the process of creating rules
and how you can create rules that work for your players
and how those things improve.
we go very deep into the weeds here so if this is you're a designer you want to learn more about
how to make games that are mass market friendly that are euro games how they cross over to each other
what how you develop your taste and how you can use a team and coordinate a team around building
a wide variety of games volata has those insights for you you know we first got a chance to chat
uh gen con this year and i really enjoyed that conversation uh i knew you guys were going to enjoy
listening to this one so without any further ado here is
Vlada Chavadl.
Hello and welcome. I am here with Vlada Tchavatl. I've done my best with that name,
but Vlada, it's great to have you here, man. Hi, everyone. Thanks for important to
write to me. Yeah, dude, listen, so you've, you know, you've been kind enough to carve out some time
here. You have been basically my
white whale guest. I have wanted you on the
podcast for a long time. We finally
got a chance to meet in person at Jen Con
had a great conversation there.
I'm very excited to continue that and share
everything with the audience.
So I want to start,
I usually start with the origin
stories here. And I think that
yours is, you know, you've told this
on other podcasts and things. So I want to
make sure we get to, you know,
sort of new and interesting deep dives here.
But the biggest thing that has always impressed me about you and your career is that you have done such a wide breadth of games, both in the pure digital space, in the casual game space, in the deep strategy space, and then games that kind of cross over those boundaries.
And I would love to just sort of start with the process by which, and then, you know, also really kind of running a company and growing a company and being part of that process.
So I'd love to start with just a kind of assessment of either how you pick project.
or kind of how you create, you know, kind of ideate to be able to come up with these different projects.
Because I think of anybody I know of in the space, you've done the best job of creating such a massive variety of categories of home run games.
I believe it's just really like passion for games as such, yeah.
So I was studying programming, IT, but not because I love programming, but because I realized that computers are.
great platform for games yeah and before i was uh i was always doing some uh like board games for my friends
but even before i was doing summer camps for kids lots of games there like running through
forest and fighting with anything and it was suitable for fighting and so on it was always about
picking rules that provide some good challenge and interesting situations
whether it was computer games, video games, or this forest battles.
I was doing also some like life of action role playing games.
Yeah, just games in all forms always fascinated me,
and I always have great time playing them and making them.
And so your development background and your engineering background,
that's how you go through.
I'd love to just get growing up.
So you prototype digitally first with a lot of your games and you use that skill that way.
Is that like, you know, walk me through, pick any of your kind of game processes.
How do you start that process and what your early prototyping and iterating process look like?
You know, usually the game stays in months or even years in my head, yeah?
Because I have some idea, but idea is not enough for a game, usually, not only.
always, it was different with code names, but for some meteor and thematic games, I need to have good idea how the game will be played.
Like, imagining what the players will feel, what will be the core mechanics, what should be the fun, and how it interacts with the team.
and I don't start working on a game before I have a very good idea about all these things.
But in my head, it might look good, but then I start to write stuff down
in some Excel sheet or Google sheet or something like this.
Then it might not survive this face because what looks good when you imagine it,
you can imagine there will be some cards that do this,
and then you have to write down example of these cards.
and you may learn that it's not as great as you imagine it.
But if it works, then I start to create a digital prototype.
Because even if I would want to create a physical prototype,
I would start with some software that because most of my games are about cards,
that creates the cards, layout the cards,
because I think the last game where I did,
my cards manually was 20, 30s ago.
Since then, I'm really like, if I want,
if I really want to create a game,
I know this is an investment.
And when I start with software that creates the cards,
then it will pay off, yeah, very soon.
Yeah.
So you have, in this case, what I'm hearing you say is that for a lot of these card games
you're making, you're not, you're using digital tools to create the cards, but you're still
working on physical cards to do the actual playtesting. Is that, is that right?
You know, data for my cards are always in some Excel sheet. Yeah. Yes. And there is a program,
and I can hit a button and say export. And then usually, because when I, when you have cards,
it's not so difficult to create this digital prototype. Then I have this digital prototype. And
it's very convenient and fast it's yeah if you change few numbers you need to either stick
something over the card physical or or print a new and scissors them again and that's uh that's
something that i don't need to do i know there are now today there are tools for this for this
yeah there are tools for creating decks that's right and there's tabletop simulator or table to
and so on, but it was not the case when I started this 30 years ago.
Yeah.
So I created my own tools and I was using them like till one year ago I was using them.
Now I'm using tool that we developed in CGE, yeah, because I was doing this myself and my wife
did the multiplier solution and some friends.
But now we have several people in our
company like full-time
dedicating their time to creating
digital tools for
developing games and play testing games.
Yeah. Okay. So that's really
interesting me because I think the process
here, it matters a ton and
the fact that you've now reached a scale where you
know, so we have gone through this process
as well where we developed our own tools.
We had our own prototyping tools. We had a universal
game builder tool. And
then over time, we went the other way
and now we use external tools
that are available and things like Figma
and InDesign and others that help us build our cards and then export them to Tabletop Simulator.
So we found we went the other direction where we originally homerolled our own tools over the last
15 years or so, and then we moved into using the publicly available tools,
have just gotten better and better.
But you've now spent more investment building internal tools to work with your team.
What features or what advantages do you think your internal tools have?
Like, what do you think are the kind of key features that you've built that make it so much more efficient for you or that make that system work better for you?
It's better integration, yeah.
For me, it's important.
The process is as smooth as possible, yeah.
When I feel something is blocking me or hindering me or, yeah, what I don't never want to do to not do a thing in a game because I'm too lazy to do it.
That's right.
So it has to be convenient, yeah?
If it is, so what's best is if I need something be done differently,
then I either write the programmers, hey, I need this, or I do it myself.
Yeah.
Because I'm a programmer.
But also, I believe the tablet of simulator and so on don't have this strength.
We have like perfect, you know, our CGE recent games like SETI or Arnac,
very heavily playtested on our site.
Yeah.
And it was collecting data to balance the game.
Yeah.
We have like this loyal group of testers.
Some are really great and or are very devoted.
That's awesome.
And it helps a lot.
Yeah.
And it's, we also want this to be convenient for them.
Yeah.
So to be very honest, when I was looking at, I don't know,
I don't know how is it with Tabletopoeia or Tabletop Simulator now.
But when I was considering to use it, I said,
I realized quickly, okay, these processes are not optimized for my work, yeah?
Right.
And for pie testing, yeah, for massive play testing,
like hundreds or thousands of games played.
And you are, yeah, you can't, I don't want to talk about something
I don't know exactly now, where it is now,
but it doesn't offer what our systems
offer. And as I said, if we want our system to offer something more, then we just do it.
And yeah, no, that makes perfect sense. And it underlines, I think what's the really important
part of the principle of design is like everything that you can do to reduce the friction
in your iteration and testing and learning process is a massive win, right? Because the faster you
can go through that, the less that gets in your way, the less things that get in the way of
you're making changes, the better. And so you've got the resources and
engineering skills both with yourself and your team that you can home roll that and that makes it
easier for you and that makes a ton of sense as well as it sounds like yeah massive data collection
which makes that process so much easier which is definitely a challenge you know we have to do
that stuff manually with people submitting their results through a google form or and then those
things get put into a spreadsheet and then we're able to look at that spreadsheet and see both the
qualitative and quantitative feedback which is important too we also at the end of the game
but it's part of the system so it's against like seamless we ask people for opinions about the particular play of the game or about game generally yeah so it's not about numbers it's about feelings about how players enjoyed it what they were thinking yeah we can we can perfectly see which cards are overpowered or or too weak but it's also important about how the players feel
feel about it, yeah?
So ideally, it should
like align, yeah?
Yeah, that's right.
You know, not, the goal is not to like balance
everything so that every card is equal, but to create it
so that, you know, the playing cards feels good
and there's no sort of one dominant strategy
that things collapse into, and so you lose that
choice and discovery, right?
So when you're building this out, so you said,
and I just want to make sure I heard this right, you said you'd spend
months or years potentially from an idea phase,
where you're just playtesting in your head
before you even get to
this spreadsheet building prototyping.
Did I hear that right?
I am not playing it in my head.
I am just imagining the game.
Because when I create the first prototype,
which is not automated, of course,
it's like I can move anything to suitable places
like put the raw card from a deck
or discard a card
or move it to places where I designated to go and move some figures somewhere also.
Yeah? So when I have this prototype, then I play this game myself over and over.
Yeah? I run it in this like a sandbox mode that means that I do, I evaluate everything manually
and but there's some automation. For example, there's some end turn button and it automatically
switch me to the next player. Yeah, I can play for two or three players,
depending or for one depending on which type of game it is and as i said playing it over and over
dozens of times it may end here if i stop liking the game about like 20 or 30 games then there's
no point to try to of course i can improve it but if the core mechanics are not that enjoyable
then I can stop the game.
It happened to me a few times.
Okay. And then, so that that makes sense.
So it's, you know, ideating in your head, thinking about something cool,
finding it, getting to the point where you've got enough of a clear picture,
then it's adding it to a spreadsheet and writing down and starting to create cards.
And maybe once you started to create the cards, you realize it's dead there.
So it could have died in your brain.
It could have died in the spreadsheet.
It could die on your sandbox solo testing after a dozen or a couple dozen games.
Then once it gets past that point, then you put it into a,
a more less sandboxy environment
and explore it to more people?
It's up the next stage?
I'll just correct one thing.
It doesn't die.
It returns back to the previous stages.
Usually it returns
to that and it has chance
to connect with some other ideas
in a year or 10 years.
It's more of a video game death than a real death.
It's a respawn and start the level over.
Yeah, yeah.
Yeah, then so when I am happy with it, it's, these phases are kind of like blended together.
It's not like this phase ends, this face starts, yeah.
But when I think I have something that I like, then I create the physical prototype, which is now easy
because I already have everything in digital prototype, yeah.
So now I just say how many cards on sheet and how they are really, how is they are real size.
It's prepared.
Oh, but there's lots of like details that has to be handled.
differently on table.
Yeah.
But I usually wanted a game on the screen look very similarly, yeah,
not choosing different means, but some stuff like, I don't know, scales or counters,
tracks, yeah, are easier to do as a number on computer, easier to use.
I wanted to say when it is, when it is ready, I create this physical prototype and
then places with people.
and it's usually, I don't remember if I ever had a game
that I thought it is fun and it was not fun for the players.
That's okay, it's rather wise, but I have some games
that people thought that they are fun, I thought not that good.
What happens is this moment was the highest risk is the playtime in downtime.
Because when playing myself, I know the game
and I make it running quickly
and then I put it on table
and now I see people
thinking and not knowing
what to do and drugs
and yeah so it's
one thing and then it's
all to me to decide
I say okay
they will play faster
usually I know you need to streamline stuff
not just by
components iconography but also
by where the decisions
are made and how
broad is the
space players are exploring and so on and what leads them amount of information they
have or should have and so on or just reducing the length of the game by saying okay so it will be not
not five rounds but only four rounds and so on yeah but usually is what's what's work the best
better is the three mining the processes yeah sometimes it may happen it may happen okay it will be
only four rounds because
the fifth round is already too
big, yeah? It is not
needed, yeah? It kind of
culminates in the round four, so
let's keep only four rounds.
But I remember exactly
the numbers I
have for one of my game, dungeon
pets. When I
was playtesting it on my
computer, I started with
11 rounds, and
it was fun, but
I said, okay, because I had already
I said on table, it will be slower.
And when I created prototype, I put it only to eight round.
And in the end, then I, after practicing people, I reduced to six rounds.
And the final game is five rounds with four players and six with three or two.
Yeah.
So it went really down by more than half.
Yeah.
Yeah.
Yeah.
No, when in doubt, cutting things out.
and shortening things to make it a tighter experience
makes a lot of sense.
One thing I wanted to pause on for a second
because you kind of threw this out there
as sort of a given, like, hey, once I think a game is fun,
other people are going to think it's fun too.
Like, you know, your taste and your instincts for games
are honed well enough that, you know,
you're not going to miss at that stage.
For a lot of people that doesn't come naturally,
is it just from playing so many games and loving games
and working on games for as long as you have?
are there types of instincts
or the ways that you've trained your instincts
for what players are going to like
do you just assume the players are going to be like you
do you put your head in there
into different personas like how do you make
how have you trained your taste and your aesthetic
so that when you think a game is fun
you know you're pretty much you're pretty sure
you're going to hit after that
I'm not sure it will be a hit
I just know it's very like
to appeal to
people that have similar mindset as
me, but I don't want
to say I don't care, but
it's like still
the best way, yeah? I'm lucky,
there's enough people around the world that have
similar taste. Yeah.
And it may change.
I think that the global
taste is changing
and I believe my games
will be less successful massively
now, but it's okay for me.
The point is, if
this would not work, I was
doing this as a hobby, yeah?
And it somehow happened that enough people liked it, say, okay, so I can publish the game.
But if it would be not working, if I create a game the way I like it, and people, or not enough people like it, likes it, it was not my goal to be a game designer.
So I would not change the way, I would be not looking for ways how to do things differently, and to just not be a game designer.
That's it.
I love that.
I love that.
You know, I do it the way I like it,
and people around me,
I play a regular little bit like it.
Yeah, that's it.
Yeah, I love it.
And with these people,
with several of these people,
we created a company.
We created a company based on
we understood each other on games
and had similar tastes.
I believe it is still,
even now when the company is much bigger,
it's still there.
Yeah, because we attract people with a similar taste.
Now, when we are working on a game, then almost everyone is really enjoying it.
Yeah, and so...
Okay, and so, like, everything you're saying is principles I agree with, right?
Like, you know, designing for yourself and designing something that you're really passionate about,
surrounding yourself with people that are similar, you know,
hoping that you could find an audience that's, you know, like you enough to justify it,
but that's not...
Like, if you chase an audience, you're not going to hit.
And I found this in my own experience.
When I've tried to do that, my games have failed.
When I've made games for me, they've done way better.
But I want to push back because your games are so different.
Like, it's such a, how, like when I think about, and I love all your games too.
So clearly, I'm part of this audience, right?
I mean, I, from code names to galaxy truckers to through the ages, is there like a through line for those games,
which are all so radically different in, in the length of play and the audience capacity, right?
like that how do you is there are there principles that you've defined or like things that make it so that the category of player you're talking about can like enjoy all of those games or that the people that you know it's just such a wide variety uh you know when i have a party game that i've worked on and i have several i don't publish it under stone blade because i generally think that the audience for stone blade games is more interested in strategy games and kind of that sort of thing so i don't publish games that are party games in that space and when i've tried to in the
past they've done not as well um you know we did a game called you got to be kitten
which had some success but it's just not the same audience exactly so how is there something that like
defines what the ethos is of of you and your team or your player base or is it just just good games
generally like is there anything that i'm not seeing that's like this is why this is how you draw a
line between these many disparate projects it's really about uh the categories are not so strict
Yeah. It's not that Serious gamers don't want to have fun or Euro gamers don't want team or American players don't like mechanics and so on. Yeah.
It's just about focus. Yeah. You can create party game for gamers, yeah, that part game for gamers and you can add fun to Euro games and so on.
So it's really defined by our taste is as a company.
Now we have enough people, so we have a good sample.
Like last year we created very light game with food in a company.
And we didn't plan to.
We actually were thinking that there will be no new game for us and because we have enough
work with other projects, with other projects, with expansions and the one.
But then we had playtesting event, our internal playtesting event at the start of the year.
And there was this little game that everyone was enjoying.
And there was voices in our company.
Hey, this is not the type of game C.G is doing.
Do you see how these people are after playtesting lots of Arnac or expansion,
second expansion, big box, yeah, and set the expansion?
So how they are enjoying this lighter game,
how they are like because we had one prototype there and we had right on the event to create another
because it was too much demand for the game yeah so i said why not yeah it's it's a nice
good game and our people are enjoying it why would not our customer enjoy it yeah and we already
of course we already started like more lines of games with code names yeah but even code names was not
created as a mass game. Yeah. I was on a gaming event and there was where people, they're
playing lots of euros, mostly euros from Essen, because it was right after Essen. But they were
also playing some party stuff and lighter stuff and so on. And I tried this simple idea with
code names and it worked. But at that time, I knew, okay, it works nicely. I can think about it more,
how to improve it and so on. At that time, I had no idea how broad will be the audience for
code names. I just saw it works for my gaming buddies, yeah. That's how the games were created,
and I'll tell you one thing. When you ask how we decide what we do, we ask our people.
We ask our people, when he has some possible prototypes and so on, we ask them which game
you would enjoy most work on. And sometimes it might be even not the best commercial success,
But what's important is if people want to work on the game, the process will be fun.
At least for me, the process is maybe the goal.
We are selling the game so we can create them.
We are not creating them to sell them.
Yeah, yeah, yeah.
So we really take this and put everyone in our company,
and it doesn't matter if you are head of production or developing
or just like send it replacement packages.
Yeah, everyone in our company can have a word in what we,
will be what we will be publishing. Of course it's also important to know if people are really
willing to playtest such a game, yeah? So our internal questionnaire about this is like, do you
think we should publish this game, would you like to work on the game, how often you think
you will playtest physical prototype, how much you would be playtest, digital prototype, and so
So on.
Yeah, it's our decision process.
It's not about, okay, there's target audience for this and demand for this and so on.
And it's end up, usually it's end up pretty well.
Yeah.
Because I believe this passion is then like felt from the project.
Yeah, I love that.
I mean, I think that, you know, my rule of thumb if in a game, if I'm ready to kind of like,
you know, go forward with it and publish it is like my playtesters are.
are actively playing the game
even when I'm not asking them to, right?
They're like choosing to play this game
and they want to play more,
even when I'm not, you know, we're not
quote-unquote working.
And so this is taking that to another level
in a certain sense where you're using
your internal teams
decisions about which ones
they want to play test and keep working on.
And not only does that mean it's more likely
to be a good game in the long run
because it's got a good seed to it,
but it's also going to be more likely to be a good game
because they're going to run through more iterations.
They're going to be more motivated to test it and improve it.
So that makes a lot of sense.
Just to get a little bit more granular on this,
because I love getting into the weeds,
you said you have kind of an annual or there was an annual playtest event,
and then you're asking them these questions.
Is that a thing you do like once a year or once a quarter?
Is there like a formal survey process where you ask them to rank each game
and how often they playtest it or is it just kind of a casual?
Like what's the actual process?
It was like this earlier, but now it was a bit more granular with it generally.
We had this essential, and from SM to ESN, we created some games, yeah?
This cycle was simple.
But now we can create a game for Gencon or for SM.
We can even create some stuff for other parts of the year, yeah,
especially the expansions or the new versions of games and so on,
games like codenames doesn't need this big event because it's mostly about when the big chains decide what they will be
next year on shelves and so on. For example, we had one event before SM. The main goal of this event
is to teach our promoters how to promote the game, the games we have in SN, but also we play some
prototypes and so on. We had this questionnaire right after this event because there were some
interesting prototypes, interesting projects, things we are considering to do for a long time.
So people had chance to play them again. So we just run this questionnaire again, yeah, even
if it is, if there will be another in January. Yeah. Of course, we also talk with people,
but we are now big enough company. So some people are more allowed.
and some are more silent,
and we won't like everyone to have chance to give their opinion.
Yeah, no, that's very important.
There are a lot of loud opinion gamers out there,
and many people who, yeah, if you give them a chance to write things down
or separate them, you actually get to hear what they have to say.
So that is a good lesson.
So I can stay on this topic forever,
but I want to cover some other things.
And because you brought up this idea of promotion,
and, you know, the most people I talk to,
you know, the consensus is, right, it's easier than ever to make games now. The tools are better.
The, you know, access to good, you know, printers and capacity and everything is better.
But it's harder than ever to get people to pay attention to your games. It's harder than ever to sort of get, you know, promote your games and get it out there.
Now, you obviously have a big platform. People are excited about whatever game you're going to do next.
But in addition to, you know, having a team and doing promotional events at Essen or GenCon or big events like that, what do you find to be the most effective tools to
kind of get the word out about your games
or how do you think about new game
discovery and teaching
and eventually we'll get into
rules creation stuff too because I think you guys
are very ahead of the curve on that also
and when terms of promoting and getting the game
out there, what do you think is the most effective
tools that you have in your toolbox nowadays?
It's still, I still believe
the most effective efficient way
is to make the game
actually great
because the time proves it
we had games that
those sales were increasing
over years like from year to year
for 10 years more
or more they were growing
yeah that's very good
long term strategy yeah so
but I say strategy
because that means we invest a lot
into development. Of course we have also
some marketing
and we want the people
know about our games but our position
we started without marketing
we start several years we had no
employee who's
like a job description would be marketing
yeah right
it was just okay
we need to write some texts
and we were talking about the games
like very openly and it works
even now we are trying to be like honest
and close to players yeah
even if we are much bigger
of course you can be like close
to people who buy
your games
at some big malls
yeah yeah that's
That's a different, yeah, but still the thing that I love on shows and that's a reason why I don't want to miss any lesson, and sometimes go to Gen Con.
You know, the point is, if people like our games, that mean it means that they have similar taste, and that means that if they will be living next to us, that we will probably visit the same game club and having fun together, you know, I feel this connection with those people.
of the way we are picking games and doing games, yeah?
So this is for me, this is where I stopped with marketing, yeah?
I mean, at this point, yeah?
Yeah. That's what matters to me.
But of course, we have now people that do great job,
like promoting our games and doing this stuff,
but I'm very glad we have them because I don't need to do it myself now,
and I can concentrate on games.
So the only thing that I, what I still believe,
in is this like
openness and honesty
that means also not just
communicate this way but also do the games
what I love is people
that understand what we are doing and why we are
doing it. When I see
people like
having some question and someone answers
and even gives the reason
why it is this way and he's right
and he writes exactly
why we did this
then it's always like
nice feeling for me. Are you talking about
when it comes to like mechanical or thematic choices with the games or somebody's explaining a rule or a policy there?
Or like what do you mean like openness and honesty?
Like, could you flesh that out a little bit more?
Sorry?
What was the question?
So you're saying the scenario you're talking about is someone you're watching two people play a game that you've made and one of them asks the question and the other ones explaining what, why a game is the way it is and the principle behind it or something.
And that's the, that's the moment that you're talking about, like why you make the games the way you do and like what the rules.
I meant mostly
like board game geek
or so, yeah. Because, you know, I was before
in the video game industry.
Back then, at that time,
there was also, I was also reading
some discussions
about video games.
Then I was
reading discussions about board games
and somehow fell in love with
the audience of board games.
Yes, yes.
The board game audience is far more
you know, I don't know, it's a much
much more a close-knit community. And I think that's one of the things that really stuck with me about your previous answer. It's like, you know, I got into card games and board games and, you know, I played magic professionally for a while, but it wasn't the money or even really, like, the love of the game is what connected me to the people, right? The friendships that I made over 30 years ago now are still friends that I have today that I still communicate with. And like, those bonds are like what really makes this community great. And I think board games, that's part of the reason why board games, even in a very digital
World Board games are more popular than ever.
I think that
I want to use that, so
I have two different angles I want to go. I want to talk about
rules and how you guys write rules, but I also,
since we're talking about the digital versus physical
divide,
you know, we're one of
very few companies that does digital and physical
games. Both, you guys are
incredible at this.
And I think you're, when you're
taking one of your core games
and building it in a digital
format, as well as a physical
format, the process, I want to dig into a little bit of the process.
And I'll specifically use, I think Galaxy Truckers is the first time it really struck home
for me, right? Because Galaxy Truckers, it's a frantic physical building game where you build
your ship, and then there's some strategies that you're associated with it, but then you
hope for the best and watch your ship get blown apart as you go through the, as you go
through the run. And then you turn that into a digital app, which, you know, having the
physicality of that work and feel good, that's hard enough on its own. But then you also built
an incredible campaign mode
with lots of different play modes
and different strategies and different
restrictions and like
and a funny little stories and characters
like it's a whole other game that you built on top
of that feels like it was
it marries perfectly with a
another wise really innovative
tabletop game that's very physical
what how just talk like that's
such an incredible process like
what what what was that like
were you involved in that entire process
did you design that
series how did it how did it come to fruition that that was the plan like i want to i want to hear i want
to hear all about this this is this is a remarkable very rare ability i don't know too many other
people that can do this so first the reason why to do is this yeah i like digital board games
yeah sometimes because i of course need to play with people for the social social aspects and
like this physical feeling or the board game but i probably want to play more
than I have opportunity to.
So that's why I like digital board games.
But sometimes it happens to me,
okay, so there's a new digital implementation,
buy it, and play.
Okay, I know this game from Dabler,
so I can set up the highest AI difficulty.
Okay, okay, I won.
And what now?
Okay, so I won.
And the game was great, and what next?
So I can play again and win.
again
why there are no
achievement
at least achievements
or something like this
I even created
my own achievements
for games that I liked
they didn't have any
so just
okay we're tracking
myself in my head
okay I have not done yet
this in this game
and so at least
achievements are mandatory
I think but it's still not enough
I believe so
video games know
how to do this
how to entertain you for a long time
how to reward you so we always wanted to have something added to the game because when you are
playing on on digital device you lose this contact with people so we need something else to be just
not inferior product now and in galaxy tracker i enjoyed it a lot because we already had this
funny universe yeah i actually created a scripted language for this campaign because i'm
programmer and video game developer by my origin.
And this was like our first digital stuff we did in CGE.
So I created this mile cell.
The program was written in Excel, together with dialogues.
Yeah, there was a system of dialogues and crypt together.
It was really a good translator by translating directly these Excel sheets.
So Jason, our English rulewriter and text variety.
and text writer is a programmer by education too.
Maybe physicists, but he can program.
I don't know.
So when he was rewriting the rules, he had exact context
because he could read the script
in which conditions this dialogue.
Yeah, yeah, yeah.
So it was fun, yeah.
So it was a very simple campaign,
but it's mostly about this funny characters, Sweden.
And it's about these modifications of game,
which is another thing that is allowed to do.
and digitally you can tweak a rule.
But that's what we did with through the ages.
And through the ages,
it would be difficult to have like story
where I've always developed some civilization
and we develop another.
It could be done somehow,
but with some gods or so.
So instead of this story company,
we created lots of challenges.
It was also great fun.
I was, because when I was writing the core of the game,
already had in mind that there will be these modifications so it was then very easy to do it was
mostly about play testing what feels interesting and so on and we did the same for the for the
galaxy trucker but we developed in the campaign galaxy darkers games are shorter and we also
developed completely new mode for the galaxy trackrell turn-based to allow asynchronous playing
because it's a way how many people play board games online is synchronous, because it's difficult to find enough people who have enough time to play a game,
especially a real-time game like a Galaxy tracker. And the work we put to this returned also because the latest expansion to Galaxy Tracker, which is named the Do What, is about which big part of its missions we develop for.
the app and then playtested
it was we already published this
it is the first edition of GalaxyTrucker
and now we improved it and if we
even edit this turn-based
mode to the expansion for
people just to try and it's
actually actually interesting but it's
it loses something on Galaxy Tucker
of course but for some
people it loses something they don't
they don't like on Galaxy Tracker
yeah yeah yeah no it's a
it's a fascinating shift and then
I'll do and again I highly recommend
and people check out these games, and it's a wonderful illustration of how the design opportunities
and constraints of each mode of physical and digital can really feed each other.
And I've had to do this with Ascension and solve our fusion, a bunch of games.
So, like, I've learned a lot from that.
I have one question on the other game because I played, I think it was still the beta,
so I don't know if you've changed it, but it felt like it was a conscious choice.
With the code names app, you've built it such that I can take a turn, and there's daily missions,
and there's some asynchronous play.
But it does, it sort of cuts me off after a while, right?
Like, I can only play so much in a day unless I've really got an actual live opponent at that time.
And then it just kind of stops me from playing.
Then I have to kind of come back the next day to get more missions or more goals.
At least when I was playing originally, that way it was like that.
Is that still the case today?
And if that's a conscious choice, I'd love to know why you would cut that off.
Why you are asking about daily changes, why they are limited?
Well, and even for challenging, yeah, so, yeah, there's limits to the daily challenges, there's limits to the number of players, because, you know, you could easily make virtual opponents or virtual turns available as much as you wanted in that game at this point, right?
You know, we decided that we don't want to play code names with AI.
That was a decision that we challenged several times.
We started this or designing this like 10 years ago, almost not done, but, yeah.
a long time, maybe nine or eight, I don't know, a long time ago.
It was before boom of LLM.
Even, and then we several times like challenge this and we're considering this,
but we feel it has more value to play with people, code names, especially.
You can play through the edges with computers because they compute,
the playing through the edges is about what you do,
and you can react to some environment,
whether the environment are other players or AI opponents, it's not that important.
But in code names, it's really about, like, connecting minds.
Like, even if it is, like, mind of an unknown person, we still felt this, like, higher value.
Yeah.
So everything you do in code names is based on what people do.
Even if you are playing these daily challenges, these challenges is something from other players
created either right now or long before.
and we liked it.
Our algorithms think that people like it,
based on how well they do,
a possibility to write a daily case by Smiley's.
We store the best and offer them again
to more players to entertain them, yeah?
So that's it.
And also the player base, we have some very loyal players.
We have some very loyal players
that are with us for in Czech for three years,
already, because
a Czech version was released
three years ago, yeah, still
playing. And I believe
if we say, hey, play
how long you want, whatever you want
with the daily
cases, they would be, yeah,
you should not play
until you are fed
until you say, I don't
enjoy it anymore, yeah, then you
don't return. Yeah, yeah, yeah.
And the main goal is
to have people to play the
games with others. Some are really
crazy. There were players that
they were playing 100 of
code names games simultaneously.
I was
really double checking our
SQL query.
I got it right.
And then I was checking
okay. And are the
area playing? Yeah. They were very
thing. It was like, okay, there is
some player that has
120
games. He is
able to, yeah, only
17 of them is waiting
for their turn
and the longest waiting time is
like two hours, yeah.
So it was
really surprising for me.
I had most something like
20 something
and it says, they said, okay, I should
tone down. I should do also something
else. Yeah, so it's this
simultaneous playing. Yeah, yeah.
Synchronous playing. Yeah. And this is
I believe, core of the game.
and the daily challenges are just because sometimes when you finish all you or games you are
on turn we have one very it's something that people don't maybe realize there's one very
important feature of on code names which took a lot of effort to do on code names up if you
want to start another game this always your turn so when you start a game you start a game where
it is your turn to guess or to give a clue.
Yeah.
So if you want to play, you can always play.
You can always create a new game and play.
But then it could get out of control.
Yeah.
So that's we at the start, in lower levels, we have some like security,
say you should first play, especially when you are on turn in another game.
Please play our games first.
And then there are these daily.
daily cases where you can like entertain yourself without starting a new game and this uh what i
loved was the spy master situation yeah where you return naturally not just to play more but to
see how it ended because it's necessity because uh the daily daily situations are where you create
a clue and this clue is then given to many players as a daily case and you compete with other
Spy Master, who had similar
or same setup
who does the best clue.
And that was my favorite way
to play.
Yeah, and I've realized I didn't actually describe
codenames. I assume
most listeners will be familiar with it,
but the gist of the
game, if
there's a series of words on the board,
one person's the Spymaster,
and they give the clues to
who is to where certain spies are hidden
under those numbers that you're trying to get,
there's the opponent's ones that you're trying to avoid
as well as an assassin
that is the real bomb
if you hit that one you lose immediately
and so giving
clever clues that let people pick is the
heart of the game
highly recommend it for everybody
and I think that
this, he's seen this apart
and why I was so excited about this is taking something
that's at its core a very
social group dynamic game and
turning it into a digital game presents
all these different challenges and the ways that you've
solve them are always very clever. And again, very different kinds of things that are available
in a, through the age of digital app, where it's, you know, as you mentioned, purely kind of
my own strategy and how do I deal with the situation in front of me, or a galaxy truckers where
the physicality of the game and the quickness of the game is not necessarily a strength
in digital, but can be turned into a bunch of different things or used as a unit of design elsewhere.
Like each one of these is its own fascinating design project. And again, you know, it was one of the
reasons I was so excited to talk to you because I just haven't seen anybody else execute that
transition as well as you have on so many different arenas. So just really happy to dig
through that. So thanks for walking through those choices. Yeah. On the other hand, when I want to
just entertain myself and play something quickly, I usually do Shards of Eternity.
Or it is among the few games that I, if I have just a few minutes,
because of the reward the game is good and rewarding itself and it works even without this
and i played also also ascension and so on but kind of now ended up with this simple
but a tiny thing believe me if i had if i had you know we worked with a partner on
charge and affinity and they did an amazing job on executing it but if i had if i had the
bandwidth, I would 100% add in
all the campaign modes and all the different
aspects to it, because I think that game would love,
would support that super well. In fact, we have that in our
new physical version of the game, the Saga edition,
which has all that stuff built in, but maybe
someday, but I appreciate the compliment.
So, uh, the last thing I
promised I would get into, uh, is about
rules and writing rules and how
you communicate the rules of your game.
Um, having read through several of your rule books,
um, especially really fun ones like
Galaxy Truckers, uh, and
you know, you do a great job of like,
giving the rules, but also being very entertaining.
Things are broken out clearly into sections.
It's clear that you put a lot of thought into these things.
Writing rules is very, very hard.
A little bit easier on digital games where you kind of can force people to do what they do,
but still game tutorials are not easy.
What goes into that for you?
How much time do you spend on it?
I'd love to maybe piece out some lessons people could use for their games
because I think this is an area where a lot of games fall down
and don't do a good job of getting people across the finish line
to experience the game itself.
So writing crows is very hectic and painful process,
because this is the last thing we do on the game.
Yeah, the game is already almost in printer,
sometimes physically in printer and we are still right.
It's because that we are tweaking stuff and so on,
and also we are learning how to explain the game all the time.
We are presenting it on events, to playtesters.
Sometimes we, of course, we need some rules before for online pay testing,
but the real rule book is written as the last thing.
Especially now the processes are maybe a bit different,
but especially for my games, I really reflect everything I learned
about explaining the rules in the rule book, yeah?
And I have also, we are writing the rules originally in English.
We started to write in Czech when we're doing first game.
But then it is double translating.
Then you need to translate English
and then you need to translate from English.
So it's better to start directly in English.
And we had great Rulighter, Jason,
who is American who lived several years in Czech.
So he knows Czech.
We cooperate with him since very beginning.
begin so
and he's also very systematic
and you know I can create
a joke that sounds
funny in Czech and he can
translate it
to US and it's not just
language it's about also cultural
stuff
one thing I
I wrote some joke about
heroes never being four
because in Czech we have lots of
examples where it's usually
three or five
heroes yeah
And not that true for
I even wrote that
Alexander Dima was so ashamed that he has four
musketeers, he names it only three musketeers
but
Justin say, okay, we have lots of four,
fantastic four, so
we wrote a different joke
in the same spot
so it's
yeah, yeah, it's about
it's a great cooperation here also
And another thing that helps a lot is having the digital prototype
because lots of rules have unclear areas.
Lots of rulebooks have unclear how this works, how this combines together.
We know exactly how it combines together because he has to program it.
And programming is very systematic.
So then when you explain the rules, you cannot say,
okay, let's handle all this combination in programming, yeah?
in the program, yeah?
You need to define things, yeah?
Okay, so this type of effect
is on your turn, yeah?
And if it's on your turn, it means this,
it means any time it means this and so on,
and you write clear
evaluation of the game,
and then you can translate this to a book,
by choosing the right structure,
right terminology, and so on.
So it helps a lot to have the rules,
like clear?
having a very clear logical structure
and something that a machine forces you to do
and then what I'll do is I'll create
kind of bullet points and flow chart rules
before writing human rules
even if I'm not making a digital version of the game.
And then when it comes to the order
and how you present that information,
you made a comment earlier about like,
you know, you're constantly teaching
and demoing the games and that informs the process as well
because you're demoing the games even before
you've written the rulebook
or do you revise the rolebook based on those demos?
Like, how does that fit into your process?
Especially for my games, when I am explaining it myself,
especially at the start before we put lots of people on it,
then I have to explain it over and over.
And I am a guy that gets bored
doing stuff over and over the same stuff.
So I'm improving it, and that's also why some of my games
have like various jokes in the
book because I
invented them during explaining the game
because I want to entertain the players
entertain myself so
I'm adding this funny stuff
like thematic background stuff
and so on and this
is reflected in the
final book too yeah
and it's sometimes
there's like I see
reactions of players and some
and how they comment on it and so on
I can improve based on it
Even in dungeon pets, there is a rule that was invented by a player, just as a reaction, yeah,
because it's about growing some pets.
There's shop with little pets, and you can buy them and grow them.
And if a pet, if no one buys a pet, it leaves the game.
And I was always saying this pet goes to a farm and is this living here happily.
and one player said,
okay, and then next turn,
there is one more meat on the market.
I said, yeah.
And next time,
in a book, it's written,
there is some very unrelated rule.
Whenever this happen,
then there is meat on the market.
And in advanced rules,
there is written
even advanced rules for advanced players that says that if one of the creatures actually a plant.
If plant goes to farm, there is vegetable in market.
If a golem goes to farm, there is a goat in the market,
and if goes to farm, there is nothing extra in market.
And I know it's stupid extra rule that is not necessarily for the game,
but it makes the stuff memorable.
So that's my approach to rules, yeah?
It's not like reasonable, but it's fun.
Yeah, well, it fits into the broader sort of narrative, I feel like I've got here,
which is like, you know, you kind of view your role as being able to create this like entertaining experience, right?
To be able to like, you know, entertain the audience.
And that's true from, you know, there's no hard and fast rule about what the game needs to be
or it's got to be this level of elegant or that this is spawn and this is what is, you know,
going to be entertaining people on how you write the rules and how you write the rules and
how you present it with different forms of humor and what types of mechanics you're going to put into a game.
All that stuff feels like it has to just serve that goal.
Is that an accurate representation?
I was listening to miss the question.
Like in terms of entertain, like in terms of, you know, is there a North Star that makes you these decisions, right?
It sounds like from, I've heard you use the word, it's entertaining, it's amusing, it's fun.
And that that guides through this whole process when it comes to both which games you select,
what, like how you present the rules, when you're turning something into a digital game.
Like, you know, I've been trying to, because you are so unique,
I think of all the designers that I talk to and the diversity of the stuff that you do,
I've been hunting for through lines.
I've been hunting for like what connects all of these different things.
And this concept of being entertaining and amusing and even just making yourself laugh.
But also you've been keeping a very close eye on your audience, right?
You're watching them respond to the demos.
You're listening to their feedback.
You're watching as you go through the different aspects of this.
You're watching the metrics a lot when you're seeing these people playing it online.
So I feel like there's a through line here.
Maybe I'm off, but I've noticed you use that phrasing of, you know, it's amusing, it's entertaining, it's fun.
And even if it's not, you know, classically the right thing to do.
elegant as it could be that you might make that choice.
Yeah, I still think that all this comes from, you know,
me wanting to have fun.
Yeah.
And people around me and creating fun for people around me.
I was doing games long before I started to publish them.
And it was always about, like, entertaining people around me
and about finding a ways how to do it
and finding the ways how to do it
also which I enjoy.
And people around me changed.
I was like a heavy gamer at the start.
I have a gamers around me.
Then I now I have family.
I believe cold names would not be created
because if people around me is my family,
I create games for them.
And still, yeah, but still attending our game club
and gaming events.
So it shifts.
I was doing the video games and I play video games.
So I want to, I know what I enjoy on them.
And another thing is that I don't play the same game over and over.
Many players pick their favorite game and they try to achieve master in it or something like this.
What I enjoy most is the first play of a game usually.
Yeah, like I enjoy and enjoy exploring the game and it's biggest adventure.
So there are many games I played only once and enjoyed, yeah, not saying I will never play this again, just wanting to play something else then.
This is same also for design.
When I am designing something, like next time I don't want to do the same thing better.
Different thing because we're worrying to the same thing over and over for me.
So that's why my games are different.
But the only the only thing that really connects them is, yeah, there are.
are few some rules of myself, but what really connects them is that I had fun creating them.
That's it.
Yeah.
Is there another, I'll give you two different routes here.
Either you mentioned some rules for yourself.
If you want to share any of those rules, I'd love to hear them.
Or is there another category of game?
I'll pause there.
Are there any of those rules that you could articulate or that you want to articulate in terms of
what makes you select a project or not?
Yeah, there's some taste.
We share it in our company, for example, we don't do or limit this, like, diplomatic aspects of our games and take that mechanics and so on.
It was not like this always.
I played lots of diplomatic games like big strategy games were full of backstabbing and agreements and so on.
I lost a lot of friendships over a game of diplomacy.
Of course, diplomacy too.
But, you know, which was okay.
We played with friends and we are still friends.
But the point was that at some moment I said I had enough of them
because the meta game around these games is basically same
or very similar for all these games, yeah?
Yeah, who lines the best.
This one is this guy is going to win.
We should stop him.
How we do it.
yeah we should stop him but not me because i want to win myself and so on yeah and i don't care i
i won't i will be second and this is this is the same same regardless of the mechanics and it's
it works better if you don't understand it yeah i i was playing with i i realized we were
playing a game that was like meant to be great and uh it was clearly based that
uh there was like powerful means how to stop players from winning and it was
clearly based on the fact that someone, though is so clever, that no one else notizes
he's going to win until it's too late. But we noticed. We are clear a word. So we could
sit down and say, okay, now, okay, now I can decide whether you win or you win. Or we'll be
playing next round and I will lose any chance. And when it goes to this, it's kind of
boring,
because all these little
miniatures or mechanics
or little micromanaging
of your stuff is
insignificant to this big
meta game. So this is something
that I said, okay, I have enough
of these and stop to play
basically these games.
Also, I don't play too much
two-player games
and don't create because it
feels to me the better
I play and the more I
like professional
war game person, the more
I feel like
uncomfortable beating someone
in a two-player game.
Oh, you're so nice. That's what I figured out.
You're just a really nice guy.
That's your ethos.
No, it's really
like, you know,
it's a problem of winning.
If you have gaming friends,
do you really like those
that have always been the most?
I mean,
winning a game is the quality that
proves something about your abilities that can be useful in your real life and so on.
But in the gaming, it's not adding that much fun to others.
And especially in two-player games, there is just you and your opponent.
It feels uncomfortable.
I think I have some friends that really love games.
They are not that great.
But love them, buy them, play them, explain them.
and those are really nice people
I don't care they are not winning
it doesn't like
lover my
their value in my eyes
so I think that
winning a game is overrated
winning a game is overrated
all right that's going to be the quote of the episode
right there
I uh
no I think I think you're right
and it's a great point
like I think when I think about games
and I am a competitive gamer
like that's how I grew up
that's how I paid my way to college
is playing professionally so
I have a competitive drive in me
but when I design games, I'm trying to make them such that
everybody can feel like they're winning or have a good experience
regardless of who wins, right?
Ascension, I think, does this very well, right?
And deck building games in general, because I'm doing my thing
and I'm feeling this process of evolving,
even though other people may have more score at the end, right?
And I think it does it better than, say, Shards of Infinity, for example,
which is much more aggressive, attacking, and you're attacking your opponent.
And so, like, the choices you make matter a lot in these games
about how it feels to lose, right?
Or Galaxy Truckers, it's actually hilarious to lose.
Like, you watch your ship get blown apart.
It's actually really fun to lose in a certain sense.
So, like, it does matter where you can create a situation where people want to win,
but that the experience of not winning still feels good.
And that's, like, I think, a real strength of a lot of the games that you make,
and I think it makes sense for that ethos.
All right.
I have, I could dig into this a lot further.
but we are out of the time that we have allotted here.
I'll end one thing.
Is there another game type category or thing or whatever,
anything that you're excited about
or would be interested in building that you haven't built already?
Is there anything that comes to mind?
I am right now I am doing something I never did before.
I'm enjoying it a lot.
I am co-designing a game with another designer
Because I had some, like,
Coitaine mostly on some lighter stuff or expansions,
but now we are doing really big and meat again.
We are two designers and, like, I love the cooperation a lot.
I have one rule also for cooperation.
If we have different opinions on some stuff,
it should be not about persuading the other that this solution is better.
If I don't like some solution and he likes,
Or if he, or vice versa, if I like some social and my partner doesn't,
then let's find something else that both of us will like.
It will probably objectively better.
So it's not about persuading the other that this way is better,
but it's about trying to find ways that we both like.
Yeah.
I believe it will then show on the result.
And I'm really great fun doing this game.
And I think that it's a sign that there will be enough people that will really have fun playing it.
Okay, well, I can't wait.
And hopefully maybe you love the collaboration process so much.
We could find something to collaborate on together one of these days.
Okay.
Awesome.
Thanks so much for the time.
This has been great.
And people want to find you, find your games.
What's the best place for them to go?
If they want to go, where can they find you in your games?
And if they want to see more of your stuff, what's the best place?
for them to go, like a website or something?
So most of our games can be found on
Czech Games Edition CGEE web page,
which is Czech Edition Com, I believe.
But, of course, they can click on my profile
on board game geek and find all games by me
because some were done with another company,
like Mage Knight or the last one, Severton,
were done by a different company.
Okay, fantastic.
Thanks again, Lada.
Really, really appreciate the time.
Okay, it was really great to talk with you again.
It was great, although at Jencom.
Yes.
I have these discussions about games.
Yes, me too.
Thank you so much for listening.
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