That time of year again?

Right, some updates:

Hyperlife, the first game from my new company Hypergame Ltd, is funded and in development. We’ve got a Facebook page for the company here. If you sign up to it, that pretty much puts you on the list of people we will invite to playtest the alpha. Hint hint.

Twelve thousand prototype copies of Flick Racer, my finalist in Cadbury Spots vs Stripes Pocket Game competition, have gone out with Matter Box in the last few days, and people are voting on whether they want it or Eggomatic to clinch the crown and become the official game of the event. They’ve done a lovely job on the production—the car-counters are made from recycled car tyres.

Meanwhile Magnum Opus Press has published its last Dragon Warriors book, In From The Cold, and will be officially surrendering the licence to a new publisher on 1st April next year. It’s been an interesting couple of years and I’m very proud of what we’ve done for the game and the products we’ve released for it, but I’m saddened that the prophecies I made about the future of the RPG industry when I left it in 2003 have, despite what friends told me, broadly come true and it’s not a place there there’s much money or fun to be had any more.

I did also push out a little why-not project, a PDF of a pamphlet from the late seventeenth century called The Flying Serpent, or Strange News Out of Essex, describing the appearance of a flying serpent near the village of Saffron Walden in 1669, and the reactions of the locals to it. Various friends have accused me of making this up, but I assure you it’s the real deal. I wish I had created it; it’s a lovely little thing and the writing is a delight. Nobody’s buying it but hey ho.

In a more upbeat and Christmassy vein I worked on the Board Game Remix Kit for my office-mates Hide & Seek. It’s a lovely collection of variant rules and mashups for the type of board games your relatives have lying around the house, and means you will never have to play off-the-peg Cluedo ever again. It’s been released as a book, a deck of outsize cards (gorgeously produced) and an iPhone app, and you should buy all of them.

And plugs for a couple of interesting projects. One of the games that was prototyped at the BoardGameCamp Gamehack event was a thing called Festive Fingers, basically Twister for your fingers, played on a small board. It was a neat idea but lacked something indefinable and lost out in the face of some terrifyingly strong competition. Lead designer Michael has now worked out what was wrong with the original design: it didn’t have an iPad in it. So he’s put that right, renamed it Fingerknots, and it’s on sale in the App Store right now. Check it out.

If you work in the industrial side of the games industry you’ll know the name Nicholas Lovell. The man behind Gamesbrief, he’s one of the big gurus of the scene: what he doesn’t know about gameflow, microtransactions and all the rest isn’t worth knowing. What you don’t know is that he’s an old-school gamer, and he’s just had a GURPS supplement published as a PDF, available right now at e23. And it’s about pirates. How can you possibly not be interested in that?

And finally I’m aware that this blog has been hacked again, in what is probably a modified form of the PHP hack I experienced last year. It’s affecting search-engine hits and some RSS readers. Apologies if this includes you. No idea how they’re getting in, and no time to fix it right now. I’ll get to it, in time.

Stories that I am working on a new RPG are not being denied, but does it sound to you like I have any free time for that kind of thing?

2009 upside down is ‘b00Z’

A brief update, because briefness is all I have right now. My plate is full to overbursting, and I don’t have time for idle musings on game-stuff, much as I’d like to. Why? Well…

1. I am about to become a visiting lecturer at the University of Westminster. Starting on Monday I will be talking to their computer-game students about games design, with an emphasis on tabletop games and paper prototyping. This is an extended dance-remix of the one-day workshop I did at the London Games Festival, and will include a heavy practical element. I was tempted to get the students playing turn-a-day Diplomacy for the duration of the series of lectures/seminars/workshops/play-dates, but then I realised that they’re mostly first-years and it’d be a good idea if they were prepared to talk to each other for the rest of their degree courses.

2. Dragon Warriors looks like it’s found its niche in the games market, sales are strong, and there’s a good demand for supplements. This means, of course, that Mongoose Publishing want to release more titles from Magnum Opus Press: more DW stuff, and also more new RPGs. I’d like to do the latter, but given the state of the market and my stated reasons for getting back into game-publishing (have I not blogged about that yet? I will, eventually), it only makes sense if I write them. But most of my writing time is being taken up with…

3. The deliberately enigmatically named ‘James Wallis Sekrit Projekt’, which will be doing a trial run in early February. Some of the writers I respect most in the world have agreed to help me test-run a prototype creative infrastructure I’ve designed, to build—well, that would be telling. But along the way we’ll be seeing if you can apply software-design methodologies to writing books, and whether I can persuade a major British publisher to give me a quarter of a million pounds.

4. I may be talking about some stuff relating to the Sekrit Projekt at Book Camp this weekend, if I’m not heads-down trying to get my notes and slides ready for the first lecture on Monday morning.

5. Other projects, involving at least two other books and just possibly a screenplay.

6. Inevitably and tragically, World of Warcraft.