Sunday, April 23, 2023

ASYLUM EARTH SUPREME SURVIVOR [Board Game Update]

 

Image from Can Stock Photo


Here's a nice image I considered for the box cover but I would have to add a weapon in her hands and that might work with an interesting background. That's what I originally wanted to use, a fierce female image like this because she (Andrea) is the star or main character of Asylum Earth.

But as you can see on the current cover, I opted for a butt shot with a weapon in hand. Not bad because it is provocative but I might give this image a try someday. With a bit of Photoshop magic, you'd be surprised how good it can work. She has the right stare in place so that's a plus.

Yes, my friends, it's all about sex appeal regardless of what you're trying to sell and you'll have to add a good dose of curiosity along with it. A dead-end image won't work. Your cover image must tell part of the story without solving or giving away too much. At its best, a cover image should feature the star of the game engaged in some interesting way. But you must also include a bit of world-building in the background to set the stage and present the main theme in a believable way.

Come to think of it, I'll work on that image and post it here to see what you make of it. You never know, I might wind up using it after all.

Right now the latest update is the QR Code I added so you can download the Rulebook onto your phone. I think this is a much better option than having only one printed rulebook that everyone needs to share. Besides, the online Rulebook will have hyperlinks so you can navigate the rules easier and faster and every player gets their own copy. Try the QR Code on the upper right and see for yourself. The rulebook is not finished yet but it's a good start.

New Asylum Earth game board sample

Above, you can get a peek at the new game board I'm working on. I've also added several card decks that really take this game to the next level. If anything, the new cards will add another layer of interesting options that players can branch off into in search of a winning strategy.

If I've learned one thing about designing a board game it's that you never really know where it's going. And I suspect that even after this game hits the market, I'll be coming up with better ideas all the time. Of course, there comes a time when you leave it alone but if on the road to developing your game, you come across a far better idea than what you have, by all means, shake things up and add that great idea to your game. So far, I've changed the name and the entire board several times and I don't regret it because the game is much better for it.

And you can't argue with better ideas. Sometimes original ideas lack depth and visual appeal so I always opt to improve even at the expense of delaying the game. Let's face it, if you publish a weak game you're going to get weak results overall. You've got to hit a grand slam or nothing at all. Product development is all about presenting not just your best but the best your product wants to be. That's not always evident from the start but as you move along with it you'll find better ways to achieve the ultimate design, which is to produce an interesting, provocative game that players fall in love with and will want to go along for the ride, wherever it takes them.

Come on back next week for the new box cover based on the image above to see which one is best.

Your comments or questions are always welcome.

Play on, players!



Saturday, February 18, 2023

The Ultimate Juggling Act [Preaching To The Choir]

The Realities of Product Development

Knock, Knock

Let's face it, this is not exactly what's going on in my life but you get the idea. I'm juggling a lot of projects at once and when you spread yourself too thin, very little gets done.

Who's There?

When life happens to you, such as having a large family with many problems, your personal life ends. Actually, I like to say that there's only one problem: the lack of funds. Money can surely solve 99.9 percent of our problems.

Okay, so that's the goal. Do what you love and generate the income you need to survive and thrive. Easier said than done but that's still the master plan. Meanwhile, the clock keeps ticking and the decades fly by. God knew what he was doing when he designed our limited lifespan. That's why we must use our time wisely. There needs to be more room for error.

Throw into the mix several health issues and it's pretty much a disaster in the making. Okay, boohoo, cry me a river. Nobody cares about any of that. Here's the good news.

Persevering Through The Storm

Asylum Earth® is alive and well and improving every time. I'll never give up on it because I'm obsessed with it along with four other games in the works. I'll have to work on these games for several more years until they're all finished and ready for marketing and sales. 

Monetize Your Hobby

It's a great hobby right now but when all is said and done it'll be time to sell about 8 different products. Five board games and a handful of new books. None of the products are time-sensitive so they will all establish their own trends and find an audience in due time.

At this point, I'll have to move the release dates up for most of these products including Asylum Earth.® The years go by fast so I've got my work cut out once I have fewer distractions and surprise setbacks to deal with. I can't wait to get there and I hope you'll join me.

Set Clear Goals

Life without goals is a certain death sentence. Over the years, these projects have kept me busy, kept me learning, and they have helped me escape the mundane moments we all experience in life. Without them, I would have checked out a long time ago because they give my life meaning and purpose. I am very ambitious and determined to get to the finish line soon enough.

Watch me get there.

I'd love to hear from you so now is a good time to get in touch if you have any questions. I'll see you back here soon.

Play on, folks.

Sign up for updates or email me with questions at: arios316@gmail.com


Sunday, August 28, 2022

Asylum Earth: The Covenant [New Cyberpunk Novel]

Asylum Earth - The Covenant
New Cyberpunk Hardcover Novel

 How do you turn a simple idea into an engaging book concept?

The answer to that question lies between the covers of this new novel:

Asylum Earth -The Covenant.

Four years ago I decided to challenge myself and design my own board game, just for kicks and giggles. One of the components of the game (previously named, Millennium) was a journal, which the main character, Andrea, kept religiously. 

The actual journal included with the game is only about 24 pages long where Andrea tells about her dangerous trek to New York City from Austin, Texas with her best friend, Maria, during an all-out apocalypse, of course. That idea led to this novel, which, in turn also produced 3 short paperback stories that accompany the game. (the paperbacks are sold separately, however, all 3 e-books are available as a free download on this blog.

The original story focused on an impending apocalypse and how that horrific event played out in the lives of Andrea and Maria, total strangers turned BFF's, who try to escape not only the terrorist attacks befalling them but the verbal attacks and mind games they routinely unleash on each other in the wake of WW III.

That concept by itself is intriguing but perhaps a bit predictable, especially if the story ends with planet earth in ruins. A grim ending that just doesn't work considering the state of global affairs these days. 

Enter, Asylum Earth, which promises to be a refuge from the chaos, the bombing, and nuclear fallout. No, it's not a perfect world yet and it may never be, but this new earth, ordained by the powers that be, holds the promise of better things to come; a much brighter future for all survivors.

Striking the perfect vibe between chaos and hope is one heck of a balancing act that can easily derail a story when you miss the mark, although, for this author, that's the proverbial sweet spot. The trick is to keep things light but introduce dark moments with a way out. Don't box yourself into a corner with a storyline that dead-ends. That's the only trick writers need to know. Always give your main characters a way through.

And speaking of a way through, what about finishing the game?

Great question. Stuff happens and life always finds a way to get in the way of your goals and so as it stands now, I'm still several card decks away from printing the next and hopefully final prototype.

I've got a small window coming up when I'll be able to continue designing and updating the rulebook, which has changed considerably because the evolution of the game has improved thematically and the storyline is more solid than it ever has been. Sometimes, stories work that way. You won't find them all at once. Writers have to tease out every bit of it as time goes by and as time permits. 

All I can say is that Asylum Earth is far better off today than it was 2 years ago. Everything about it has improved including and especially its name and box cover. 

Everything evolves over time and games are no different. What game designers must understand is that the core concept of a story is the only thing that matters as far as identifying a genre.

Everything else is flexible and can change to fit your narrative and themes as the story grows. For example, the genre, or sub-genre is post-apocalyptic. That covers a multitude of themes including Cyberpunk, which Asylum Earth delves into with a focus on its genesis. 

I'm capturing Cyberpunk as it breaks into the mainstream population in its early stages. That's interesting to me because we usually read stories well beyond that point in time. In Asylum Earth we get to see and feel how Cyberpunk emerges and develops into a culture all its own.

The game, of course, doesn't need to get into all of those details. What makes the game interesting are the goals of each player, the tension that creates, and how players strategize to win the game. That's still a work in progress due to the limited time that I can devote to finishing the game at this point. The trick is not to rush into finishing because that will only lead to a poorly designed game that nobody wants to play.

So as much as I would like to call it a day and put the game out there, that's not the right option until I can iron out all the new changes and card decks and how all that works together to make an exciting and engaging game that players talk about and look forward to playing.

Creating that anticipation is what it's all about. That helps build momentum so when the game finally hits the shelves, players are eager to buy it and get into it. And speaking of that, it gives me an idea for my next topic. What makes a board game successful? What makes any product a winner? 

In all honesty, an entire book revolves around that idea and that's also in the works. For those who follow this blog, you'll get the first crack and insights into that process that starts with the name and design of your game box. I've mentioned that before when I compared a game box to a movie poster. If screenwriters can't get the movie poster to work with a great title, image, and tagline, nothing else matters because the trick is to reverse engineer the concept before you waste your time writing 120 pages of description, narrative, and dialog. 

This shortcut actually works and in fact, the finished poster will inform the writer and director in advance about everything that fills that 120-page script.

And for those of you wondering: How did I manage to change the title from Millennium to Asylum Earth, without re-writing the entire novel? Easy. Write a great prologue. I realize that prologues are frowned upon but from my point of view, I enjoy a well-written prologue so that's what I added to the new novel; a short three-page prologue that sets up the story that's about to unfold.

To me, it's not a cheat. It's adding depth to the story concept so readers are primed for the main event. There are effective ways to write prologues that enrich your story without cutting corners. I'll post my prologue here to give you an idea of how to go about it.

BTW, one of the best prologues I've ever read was in a novel titled, The Story of Edgar Sawtelle, by David Wroblewski, which debuted in 2008. Check out this story and in particular its prologue to see what I mean. Thanks to Oprah Winfrey, this novel was a bestseller after she included it in her book club. A well-deserved ranking for a terrific book. I've not seen another book by this author so he's a one-hit wonder so far. A modern classic novel in my opinion with a great backstory.

Okay, this post has gotten away from me but I've covered some interesting points. You can sign up for updates to the game and keep track of its progress right here. 

Get private email updates and don't miss a thing.

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P.S. What about Asylum Earth the hardcover novel? I'll be able to release the new novel when the game hits the shelves or shortly before, which will most likely be around this same time next year in 2023. I'm glad to announce that the novel is totally updated and finally completed with its new title, cover, and prologue. 

I just have to decide which way to publish it. Self-publishing with B&N is a bit of an uphill battle for me right now but I might be able to offer a limited number of advanced copies to readers of this blog. Otherwise, I might go with Amazon for now, although they only offer case laminate hardcover bound editions.

Stay tuned for much more about the new novel since I'll be posting parts of it here and eventually a digital PDF download of the whole book will be available as well.

BTW, if you have any projects you'd like to announce here, I'll be happy to post them. Just send me an email with jpgs of your writing or gaming projects.

Monday, August 15, 2022

Saturday, June 18, 2022

Melancholia By Lars von Trier - An Epic End of Days Classic Film

 

SPOILER ALERT *** ENDING TO MOVIE

This is The End

Don't you love it when the end of the world is so . . . spectacular?

I can't praise this film enough. It's an absolute classic masterpiece in every way. From the enigmatic musical score (Richard Wagner's Tristan und Isolde) to its devastating ending sequence, Melancholia is . . . well, divine. 

And let's just say that sad endings have their place in cinematic history.

The point of von Trier's film is that this doomsday scenario is what he feels about the future of the earth and who's to say that it's not accurate? It's anyone's guess, I suppose but let's keep in mind that fiction, great fiction is always rooted in a grain of truth.

Yes, in this case, that means biblical truth, for those inclined to believe in the KJV Bible, that is. And yes, there are many Catholics who do believe, as there are many agnostics on the fence about such matters. But the facts remain clear for all to witness and research in the King James Version of the bible, since 1611. 

Dispute these facts at your own peril or to your satisfaction. Either way, von Trier's artistic interpretation of the apocalypse as depicted in the book of Revelation, is personal and quite effective.

Asylum Earth -The Covenant

In walks Asylum Earth with a similar ending except that our beloved earth is smitten, or showered with blessings from heaven and it is not obliterated. Instead, the earth survives a revival of sorts as our galaxy performs its last dance with a little help from Saturn and our planet renews its vows with the cosmos . . . sparkling in its wake.

Of course, I'm not comparing my board game to von Trier's cinematic masterpiece. The main distinction is that the outcome of the game (or novel) is a positive one. This for me is rare because most, if not all my stories end in a Melancholia way. I'd already mentioned in a previous post that I chose to go in a different direction only because of the gloomy atmosphere (global warming) the earth already faces.

Overkill, literally will not work.


And so, to be clear, the title, Asylum Earth-The Covenant is a nod to one of God's previous covenants with humankind, which is to never destroy the earth with a flood again; thereby using a rainbow as a sign.

So God said to Noah, "This is the sign of the covenant I have established between me and all life on the earth."

For what it's worth, I think the novel and board game are timely messages with plots and themes which are quite apropos to the times. As far as I'm concerned, a little hope goes a long way these days so no regrets about the work I've already done and no plans to change it.

Your Takeaway

That's one thing about stories; they should conform to the times so that they fit in the grand scheme of things about to befall us either as individuals or as a species. There's no advantage to writing against the grain to prove or make a point to stroke your ego as a contrarian. It is far better to tell the people what they subconsciously want to hear because there is infinite wisdom in that consensus.

And so with that, I'll quit while I'm ahead; at least in my own mind. 

Tell me in the comments what you thought of the film, Melancholia and what your favorite doomsday movie is.

Remember to subscribe to the Asylum Earth Newsletter for updates about the upcoming game and novel: Asylum Earth - The Covenant. Also, you can get important updates and discounts for the game by clicking on the game box.

Riddle: Who's part human, part Cyborg, and carries a gun?

Find out in my next post.


Wednesday, June 1, 2022

Board Game Asylum Earth - The Covenant

The Asylum 

EARTH WAS NO ASYLUM. 

Certainly not according to Andrea Estrella. Not yet, anyway, and nobody knew if it would ever be a place where burgeoning societies would break on through to the other side (just as The Doors once lyrically admonished) and hopefully spring up like wildflowers in a lone desert.

 Really, what were the chances?

Apparently, not good at all. But the enigmatic group known as, The Nomads, championed that effort to no avail. So,  for the moment, Earth was no sanctuary or place of refuge to speak of. 

In fact, Earth, as it was formerly known, looked more like a monstrous Godzilla, had stomped his way right through it; unleashing the perfect storm for the ages, forging a violent path of rage against humanity in its wake.

And so begins the prologue to the new book, Asylum Earth, The Covenant (Available soon on B&N). After several years of delays for one reason or another, what started as a challenge just for kicks has evolved into a game with a respectable back story backed by a full-length novel. 

What's Different?


What you won't see in this game are fancy miniatures and slick video presentations with thick, colorful instruction manuals. Instead, you'll find a game you can play intuitively with minimum rules and a gameplay manual you can download onto your favorite device. Fun, interactive video links are also something different to look forward to, giving players a more immersive digital experience.
New B&N Hardcover Novel

What will become of this game and its novel? In part, that's up to me, because of what I've managed to develop and put together over the years and what I decide to publish. And in part that will be up to the powers that be, as it were. If everything works and engages the audience into full participation to go along for the ride, as they say, the rest is board game history.

At that point, all the major influencers who choose to be a part of it and champion the game because they believe in it and see its value will do what they do via reviews, articles, and publicity. Bonafide proof of concept. Other than that we're all just pissing in the wind, my friends.

So what's it gonna be, folks?


That remains to be seen next year after I finish the last round of playtesting during this Christmas season. I like where the game is going as far as the world-building and nuances that also build up the characters throughout the story. Building tension, fun, and unexpected moments are other important ingredients that will make it all work.

The New Cover

You'll notice the new box cover has gone from destruction to renewal. That's the new focus or the angle to the story because what's the point of showing ruins when we can show a rebirth instead. Now the story becomes the path to this Asylum and how the girls get there from where they begin in Austin to New York City and beyond.

For my next post, I'm going to compare the similarities between this story and a movie you might have seen, Melancholia with Kirsten Dunst and Kiefer Sutherland among other notable performers. If you haven't seen this masterpiece, please do yourself the favor and rent it today. The director, Lars von Trier does not disappoint with an ending so shocking it will knock you dead. Excuse the horrible pun. Now, that's my kind of story, although I've decided to reverse that trajectory for Asylum Earth.

That's the right decision because given the climate of world affairs these days, I doubt that a morbid ending will work. And so, I'm not opposed to a happy ending, if you can call it that, but Asylum is a story of hope and not a story of gloom and doom. I'll leave it at that.

As it stands, it's one huge experiment into my worldview about the end of days and more importantly, what's next on the horizon for this new Earth. Asylum Earth.

Welcome to The Asylum.


Saturday, May 14, 2022

Board Games As Bright, Shiny Objects

 


Hunting For The Perfect Image

Hey folks, here we go on another wild adventure in design. And here's a great lesson for those of you who, like me, question everything.

Let's get right into this, which happens to be the opposite of the old design, meaning that it has gone from destruction and chaos to rebirth and renewal. Hence the new name, Asylum Earth.

The name Millennium was a tough act to follow. The name Remnants was maybe too specific, but Asylum Earth says it all with just two words. I think it has a nice ring to it and that's what you want in a name, and a big plus, it's an original name as far as I know.

old box
The goal is to shed the images of destruction and hint at the ending of the story, which has always been what you see here on this new cover so the story hasn't changed at all. I'm just focusing on the future result as opposed to the current state of world affairs. Besides, haven't we had enough of that in real life?
Sure we have and the world at large is over it. We've had enough of death and mayhem around the world and we're ready for something positive and hopeful for a change. Because not even fiction lives in a vacuum, especially themes of the end of days and the apocalypse.

Yes, I can proceed to mirror all the awful global events, but I really don't think anyone is in the mood for any more of it and therefore I've decided to focus on the brighter side. That's not to say that any of the story, Age of The Apocalypse, will change because it still begins with the fall of man, so to speak, and all his devices, and then follows a natural course of events that leads to a much more hopeful and desirable era on Earth.

These Are Different Cover Images

At first glance, these boxes look identical because of the bluish tint but on closer look, you can see a big difference. Rebirth vs. Chaos.

And yes, she is holding a gun because not even this new earth is perfect, but it's all in the spirit of protection as opposed to attack mode. Besides, you need to show some tension to balance the scene in a realistic way.

So with that in mind, I've added a futuristic city in the background while the foreground features a trail that leads the viewer into the story and through this "utopian" landscape. It's not a bright shining city paved with gold but it does represent an optimistic viewpoint that's refreshing in times like these.

This could be my masterpiece for all I know. If you've ever created anything for yourself, you know how difficult it can be, that is, looking from the inside out.

BTW, this is a composite image forged in Photoshop, two amazing free images I found on Pixabay. The image of the Android is from Shutterstock. And other cyberpunk images I've been lucky to find on Canstockphoto.com for the card decks. As you can see, imagery is always a wild hunt.

So we'll see if this hunting metaphor works. If you've hunted you know about attracting wild animals with shiny objects. A good device for humans but not so much for the unsuspecting creatures that fall prey to these tricks of the trade. I've learned this by watching shows like Mountain Men because I've never hunted myself, nor do I plan to hunt anytime soon.

At any rate, marketing can be similar to hunting and in this case, the bright shiny object is actually a bright, shiny city in the guise of a board game. Go figure. Yeah, there's a joke in there somewhere.

The point is that all roads lead to marketing and sales, otherwise known as attraction and persuasion. And let's not forget about the all-important, impulse purchase, that closes the sales funnel. That's another lesson for another time that I'd love to break down in short order in one of my future posts right here. Just keep in mind that as a graphic designer, you're always designing towards the optimum result, which is the elusive impulse purchase.

For now, compare these two box covers and see for yourself the shift in POV. The story never really changes because it's always about the apocalypse but this new cover shows a glimpse of what's to come after all the destruction and death have ravaged our beautiful earth.

Yes, unlike most of my stories, this one, Asylum Earth - Age of The Apocalypse has a happy ending. And so, the real story is about how we get there.

Imagine that.