Watch “Designing boop: How theme turned a good game into a great one | Designer Confidential,” a board game interview for boop. on BoardGameVideo.
Description provided by GAMINGTREND Tabletop on YouTube:
Scott Brady talks about the evolution of his hit abstract game boop. From Gekitai to Pounce House to boop., this is a great look into how a game evolves and how theme can turn a good game into a great one.
This video is part of our Designer Confidential series, clips from our Podcast Tabletop Throwdown where we chat with game designers. Check out the podcast if you like this video!
From Season 2 Episode 9: https://youtu.be/UbCCstb-ucA
0:00 Why boop: following Hues and Cues with a two-player abstract
0:13 Growing up on abstracts and the COVID demand for 2-player Hues and Cues
1:29 Discovering the shockwave mechanic
2:08 Six to eight months of trial, error, and computer playtesting
3:05 Gekitai: the free print-and-play original
3:44 Fans around the world build their own copies
4:22 "Themeless abstracts don't sell" — hitting the publisher wall
4:43 Blind-mailing a prototype to Smirk and Dagger
5:09 A year of theme hunting and pieces that graduate
5:48 The mattress commercial that sparked the bed
6:24 Geekway to the West: "I can sell this"
6:49 From Pounce House to boop — and why the name stuck
8:33 From print-and-play to Gen Con tournaments
#boop #gamedesign #abstractgames
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