|
|
|
|
Interview with Hans im Glück’s Dirk Geilenkeuser on BrettSpillGuiden
Norwegian website BrettSpillGuiden.no has posted an interview with Dirk Geilenkeuser from Hans im Glück – one conducted partways in 2007 – that talks about the origins of Carcassonne and the Spiel 07 titles Oregon and Ming Dynasty, among other topics. Interesting tidbits about Carcassonne include the addition of the cloister by the developers and a change to the rules so that you get your figures back after scoring – essential elements to the game in the minds of most players.
Comments:
You must register with BGN in order to comment. Registration is free!|
Fascinating interview. It really highlights some of the inside machinations of the game design business and emphasizes the importance of the development process. The specific comments about Carcassonne that Eric cited are most interesting--I’d love to know about the “direct fighting between players” that was excised from the original design. It also may be an indication of why Wrede hasn’t really come close to duplicating the success of Carc. I don’t think the publishers of his other games have the same reputation for world-class development that Hans im Gluck has. Maybe Wrede is more of an ideas man whose games need more development than most. That’s certainly no crime; I remember reading an article after Hacienda came out about how long and how closely Bernd Brunnhofer worked with Kramer to get that game into its final form. So even the best designers can benefit from the assistance of a good developer. Posted by Larry Levy on Mar 16, 2008 at 11:07 AM | #
|
Next entry: Reiner Knizia Suffers Nuclear Winter, Explains Keltis
Previous entry: Video Board Game Review Directory

































