2020 brought us a global pandemic and, along with it, social distancing, masks, financial uncertainty and postponed delivery dates. For our end-of-the-year special we decided to turn to some of our favourite solo and soloable game designers and ask them to share their own experiences, feelings, plans and hopes both for the year we leave behind and the year to come. Every day until December 31 we will publish one of these short interviews (we have no patience for long ones). Our guest today is Tristan Hall. Designer of Gloom of Kilforth: A Fantasy Quest Game and 1066, Tears to Many Mothers, among others. He was kind enough to answer our 3+1 questions.
1. Nobody likes being forced to stay at home, but did the quarantine actually help you concentrate on your design work? Or did it instead feel restraining and cause designer's block? Did you miss any face-to-face meetings or conventions?
Not meeting our friends at conventions this year was a devastating blow, and we dearly missed being able to meet and thank backers in person. Our supply chain – factories, warehouses, and shipping teams – were all impacted by the pandemic and this resulted in various delays, including pushing delivery of our next game Veilwraith back into next year.
The quarantine gave me more concentrated family time, which was a gift, but now that our boy has gone back to school, in terms of design work I’ve been beavering away at the usual pace. And despite everything, we were still able to deliver our latest Historic Epic Battle System game 1565, St. Elmo’s Pay on time this year, which was an enormous relief.
2. Marie Kondo shows up in your dream in the form of a yokai. She is throwing away your entire board game collection and only lets you keep one game: the one that 'sparks the most joy'. Which one is it?
As a lucid dreame