20 Questions:
An INTERVIEW WITH
AL NEWMAN
by Herb Levy
(Al Newman is a game designer with an impressive resume. He's done computer designs, board games, card games and more. He's even graced the pages of GA REPORT with his own brand of insightful game reviews. As part of our 20th anniversary celebration, I played 20 questions with Al to get some of his insights on games, game designing and the World of Games in general.)
1.
What first got you interested in games? 
I was born into a game playing family. Not that we sat down every Friday evening to a rousing bout
of Monopoly, but games were always a part of the environment.
At a very early age, I was invited by my parents into lively games of Casino,
Gin Rummy, Klabberjass and a slew of other games, including
Scrabble and
for kicks, something we all made up that resembled Mad
Libs, well before Mad
Libs ever hit the market. From
there it was an easy step into a wider involvement with friends, all of whom had
a few games. Having a few
hand-me-down board games from my older brother didn't hurt either.
Bear in mind this was long before video games, so kids had little else to
do on a rainy summer or weekend afternoon.
At that point in time, this country had a fairly vibrant game industry.
2. What
first got you interested in DESIGNING games?
I always had the desire to improve on a theme or
mechanic. No matter the game, I
always seemed to believe (rightly or wrongly) that I could do it at least a
little bit better. Monopoly's many
variants are testament to the impetus for most of us to do things a different
way. Then, as I tried and succeeded
to do a thing or two a bit better, it opened my eyes to a whole new world.
I really began to explore the possibilities of different mechanics and
themes and enjoyed the creative aspect immensely.
You might say I was hooked.
3.
You've done games for GAMES Magazine, created kids games, card games, board
games and even early computer games. Which of these fields do you enjoy the
most?
Designing computer games required programming skills
that made the task much, much tougher. In
the early days of Atari, Apple & Commodore, a designer also had built in
memory limitations that meant finding a way to cram as much "idea" as
possible into perhaps 48 kilobytes, a far cry from the gigabytes available to
today's programmers. In the case of
Tutti Frutti, one of the first arcade games published for the Atari 800, it took
literally months to squeeze the game into 48k.
At the end, there were exactly and only four bytes of free memory.
I savored that moment of completion as no other.
4.
Where do you get your ideas?
In the strangest of places and in the most mundane
ways as well. At one point in the
late 1970s, when Parker Bros. was publishing board games with gimmicks and
gadgets as their focus, I visited Industrial Plastics on Canal Street in
Manhattan every week and just walked around their bins and bins of plastics for
an hour or two, visualizing how certain "pieces" might fit together to
create a gimmick. Those visits also
enabled me to see interesting patterns that might become an abstract game or
even a child's action game. But the
inspiration can come from just about anywhere.
Babuschka (Ravenberger 1980), a game that utilized Russian
"nesting" dolls, was born one day when I simply placed one small
plastic box into a larger plastic box. All
I had intended to do was to store the smaller box in the larger one to save
space but in an instant, the idea for the game popped into existence.
5.
Which comes first for you: the theme of a game or a specific mechanic?
Either. I
believe a good designer can and should be able to work from one to the other
interchangeably. For instance, my
first published effort was Western Publishing's Wacky
Wizard, which was born
very simply from a desire to do a game about magic.
On the other hand, Winds of Plunder originated with the mechanic of the
shifting winds. The first theme
"pasted" onto the shifting winds mechanic had nothing at all to do
with pirates and neither did the second.
6.
Which qualities do you look to instill in a game when creating a game?
Well, they say there is nothing new under the sun,
and that is mostly true when it comes to game design.
The process usually involves finding a new approach to a mechanic or
attempting to do something in as novel a way as possible.
Reiner Knizia's method of scoring for Euphrate & Tigris and
Samurai
is a perfect example. Also, player
interaction is a must. Although
there are a few successful games out there that almost play like solitaire,
there is nothing like beating on an opponent to get the juices flowing.
Finally, sometimes there is the desire to take on an approach I may not
have worked with in years, such as the element of bluffing.
7. Some
movie stars can't bear to see themselves on screen? Others don't have that
problem. Do you enjoy playing your own games?
To a degree. Bear in mind that I may have already
played a design dozen of times. I
played the predecessor to Tin Soldiers probably several hundred times before it
was published. I don't think any
game can remain "fresh" forever.
At some point, you can be played out, even if you still love the game.
That said, I absolutely love Dynasties; the constant tension of trying to
outsmart or bluff your opponent and the challenge of defining the importance of
the individual provinces as the scoreboards change from dynasty to dynasty.
8.
Besides your own designs, what games do you like to play?
Wow, that changes from time to time as games get
played out and new ones arrive fresh and inviting.
But there are certainly quite a few that stand the test of time, what I
would refer to as "classics." Hare
& Tortoise and El Grande for instance.
I also love card games, both traditional and Eurostyle. Since I worked so hard on abstracts early in my career, I
lost a lot of desire for them, but must point out that abstract ideas can be
"blended" into a board game quite well. Martin Wallace's La Strada is a great example of how an
abstract concept works quite well as a "themed" board game.
9. What
other game designers have influenced your work?
That's hard to answer because I think most designers
really need to "evolve" on their own in order to produce a meaningful
body of work. That said, it is
inevitable that the body of work out there influences designers. Since I knew him so well from so long ago, I suppose Sid
Sackson stood out as a example of someone I tried to emulate. Also, Alex Randolph, whom I had the pleasure of meeting in
person about thirty years ago. If
you can see their influence in my own work, it is mostly in my early abstract or
semi-abstract designs, such as Super 3,
Babuschka and Match
3.
10.
What game you did NOT design is a game you WISHED you designed? Why?
Probably Reiner Knizia's
Samurai.
Back in the Seventies, 3M had a line of paper and pencil games that
eventually flopped but I had a couple that were optioned and a couple more on
the table with them. I had finally
finished working on one that used a "surrounding" mechanic, as found
in Samurai. I left the game in my
files for years, pulling it out every so often, looking at it and thinking, this
should really be redesigned and rethemed (it was a spy game then).
When Knizia's game appeared, I was upset with myself for leaving such a
fine idea undone. But more power to Reiner.
Samurai is a terrific game.
11. Do
you think the skills and abilities used in playing and designing games pay off
in "real" life?
Without a doubt. With respect to playing, most games
typically involve some type of planning and I believe that exercise certainly
helps people in other areas. Also, most games involve some element of luck
and one (hopefully) learns to deal with that element by planning for the
occasional surprise or disappointment.
With respect to design, a successful design should have both of the
above elements, the former so that the best player will usually win, the latter
so the worst player will occasionally get lucky and win. If a game has one
and not the other, it may not "pay off" commercially.
12.
Besides designing games, you write about them and have been a frequent
contributor to GA REPORT, making your first appearance in its pages back in the
Fall 1998 issue (doing a review of Richard Garfield's Filthy Rich game). What
approach do you follow in writing a game review?
Obviously, the rules and the mechanics have to be
covered in some depth, so people can decide if the game is right for them.
The theme must also be discussed, as well as the components and even the
artwork. All fit together to make
either an attractive product or not. Given
that personal preference winds up being part of the critique, I attempt to be as
fair as possible. However, I won't
ever gloss over inadequacies in any game. The
reader deserves better than that.
13.
Your game, Dynasties, is featured in our 20th anniversary issue. How did this
game make its way from idea to finished product?
This actually started out as a game that was
presented to Parker Bros. more than 25 years ago.
It was a five-column tug-of-war type contest for two players and my
objective was to create a very stressful and tense experience.
I very probably killed all my chances by titling the game
"Stress." The follow up
version was called "Brain Drain," which only proved how obstinate I
could be in the face of adversity. After leaving all notes in my archives for two decades, I was
prompted by the renewed success of Kosmos' two player games to forage through my
files and see what I could find. The
game turned into cars driving around a city and then lawsuits and judges, before
I settled upon an area control theme that seemed pretty cool.
Noting that China seemed to be far away from designers' eyes over the
last few years, I chose ancient China for the battlefield.
The game played fine but was lacking something that I couldn't pin down. Then along came serendipity in the form of the interviewer,
Herb Levy of Gamer's Alliance, who suggested the variable score boards.
That turned out to be the missing element (thanks, Herb!).
Jolly Roger's Jim Dietz was pushing for variations, so I included special
action cards and special power cards for the two players, representing Sun Tzu
and King Shao. Perhaps the Chinese
are inscrutable but the variants worked incredibly well and I'm very happy with
them. The next step will be to try
to expand the game into a four-player version.
14.
Your Winds of Plunder game is currently on GMT's P500 list and nearing that
"magic number" for publication. What makes Winds of Plunder worth a
player's investment in money and time?
For one, the unique mechanic that drives the game;
the winds. Although many of the
other mechanics in the game are recycled from things you've seen before, the
principal sailing mechanic is the heart of the game.
If you can either manipulate the winds to your advantage or adapt quickly
to the changing winds, you can score well.
Also, the game features a heavy amount of player interaction, a feature
that I believe always adds value. Toss
in an irresistible theme where players can role play their mean piratical
spirits and you have all the ingredients you need for 90 minutes of fun.
15. Of
your many designs, which do you find most satisfying and why?
Probably
Super 3, which dates back to 1978.
The design went through several incarnations until it jelled, in itself a
fulfilling experience. As the finished prototype was undergoing testing, I was very
excited to see that so much skill was involved. In fact, if one added a doubling cube, the game's skill level
was on a par with Backgammon. The
finished product was aimed at a family market by Milton Bradley Europe and sales
were excellent, achieving roughly the 450,000 mark.
The game also enjoyed much critical praise, garnering a perfect
"6" rating by Germany's Spielbox magazine and Super 3 was even
featured in a review of older games in a 2003 issue of Die-Poppel Revue.
At some point, I have to believe it will be published again.
16.
Which begs the question: which of your designs have fallen short, in one way or
another, in your estimation?
For several years, I did free lance assignments for
New York based ARC Games and also Pressman Toys.
Since those designs were summarily "directed," rather than born
and created from my own inspiration, they fell quite a bit shy of my personal
ambitions. Not that they were bad
designs, they were actually pretty decent.
For instance, Pressman's Ginnykub and
Pokerkub had a fairly wide
following, however both left me feeling unenthused. The company was only trying to capitalize on the Rummikub
craze and I helped, but I never would have done these games on my own.
17. If
you could go back in time, what would you change regarding your personal
involvement with games and gaming?
I was considering joining Parker Bros. or Milton
Bradley at one point, but there's no way to even guess how that might have
turned out. Whatever doubts I had
then, I would certainly have now. I
do not see the U.S. game industry as either vibrant or particularly savvy at
this juncture. However, I might
have had a much more prolific career had I moved to California to pursue
programming computer and video games. I
had programmed four published computer games from 1980-1982 and a couple of them
did okay, although piracy was an insurmountable problem at the time. In fact, the folks at Atari once called me to inform me that
"....at least 90% of what is out there for your game has been
pirated." That probably
influenced me not only to stay in New York but to find another, more lucrative
career. Between the piracy of
computer programs and having problems with a game agent who was stealing
royalties from me, a change in vocation seemed best.
So, for the most part, it was usually a case of circumstances beyond my
control.
18.
What changes have you seen in the gaming world since you first started your
involvement with games on the professional level?
The biggest change would have to be the advent of
computer gaming, including the consoles devoted exclusively to games (like
Playstation). Unfortunately, to a
large extent, this has taken player interaction out of the equation.
Although interaction is clearly featured in the move to Massively
Multiplayer Role Playing Games, they are more of an alternate reality for
participants, rather than games per se. The
most significant change for me as a designer is the success of the Euro game
market, particularly in Germany. The
development of this market not only affords me the opportunity to design once
more, but to play some very neat games with many friends.
As well, the Euro game
market affords hope that face-to-face involvement by folks will eventually take
precedence again over remote contests played in front of a computer monitor.
In essence, games are all about communication, a skill we all hopefully
form early in our lives and must improve upon in order to compete in our modern
environment. I truly believe those
skills are honed best when face-to-face with "opponents."
19.
Game design is challenging and time
consuming. What do you do to relax?
I play golf, more golf, still more golf and if
there's any other free time available, I like to play golf.
I also play games with my games group and good buddies every Friday
evening and of course, I look forward to Alan Moon's Gathering of Friends every
April and Gulf Games, when I can possibly attend with my wife and youngest son.
Did I mention I like to play golf?
20.
Where do you see yourself - and the gaming world - in five years?
I would expect to still be designing part time. I really do not want to do anything full time at my age. There's way too much to do and perhaps not enough time to do it all. Vis-a-vis the gaming world, it is distressing to see so many mediocre efforts thrust at the public by publishers over the last few years. As well, there is a distinct trend towards recycling games that have barely been out of print. All of this squeezes the market and tends to limit the arrival of really top-notch product. Maybe I can alleviate that problem to some degree. I'll certainly try.
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