Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 10 Dec 2008
Offline Last Active Apr 27 2016 07:01 PM

Topics I've Started

How to deal with this unexpected counter-offer?

21 April 2016 - 07:48 PM



A bit over a year ago I left a business I had been with for a while for a more senior position in a studio about 25-30% the size of that organization. I feel that this is a fairly mainstream 'move' to step up in terms of responsibilities without having to wait in line forever. I guess this is a shortcut to fastrack one's experience and value...

And it has...


Recently, my former employer reached out to me willing to discuss terms if I was to come back, and they've made an offer that clearly accounts for that 'step up'. Though the job would require a bit less strategy, it pays decently well (still somewhat lower than what I'm earning but $ isn't all) and sounds like something exciting (the projects, particularly).


I've decided to inform my current employer that I was considering said offer. In the next 3 days, directors from all departments, including the President himself, came to me directly, devastated, and quite surprised that I would consider leaving, insisting that I was a cornerstone of their newfound success and though that feels overblown, I agree there has been tangible proofs of my contribution over the last few months.


During my chat with the president, he made an offer that I never imagined would ever happen:

On the spot, he offered me to write down my own job description, promised no overtime, and well, pretty much anything I would ask.


Now the organizations' projects are less in line with my direct field of expertise and interests, and I have a few reserves with how that startup is currently growing. I argued that I was seeing where they were headed and that I couldn't just tell them to adjust their business culture to circumvent these major 'troubles' that come with expanding (they'll have to bleed for this, no one changes direction unless they get burned), but still, just how often does someone offer to pay you generously to do a job you're writing down for yourself?


I've considered the job offer from my previous employer, which is safe and fair, and this new opportunity which is pretty much the best counter-offer you could possibly get, and after breaking the pros and cons, I'm at a loss on what to do. Several smaller items come in line (former job has less commute, some reputation, current job has a more human-level culture, deals better with 'people', grants a lot more freedom, etc.), but ultimately one question seems to trump it all: 'can someone really ever pass up an opportunity like this?'

I'm having trouble weighing the value of 'making my own job description' and it makes it hard to go either way...


Has anyone experienced something similar? What was your decision? Did you ever regret it?


I imagine I may not get many replies on this, but this community has surprised me more than once, so I'll be hopeful that someone can at least contribute something.




Fleet Composition (a little experiment!)

04 December 2015 - 07:38 PM

So here's something a little different.

Not much guidance this time around, and a pretty open ended question.





We're in a hypothetical 4X Space Conquest game, but let's abstract this even further, let's imagine we're in the 'real world' 300 years from now fighting a space war.

You are tasked with designing the perfect fleet!


...More specifically...


The Challenge


You are to design exactly 5 spacecrafts that will be the core units of your space fleet.




Each space craft must be critical but may not be required in the same amounts.

Up to you to determine how many you would need of each.

No need to be too specific, but keeping things realistic is a must. For example, if you're to say that one of these ships is 'the most advanced of its time, boasting the strongest firepower and ordnance to spare' it shouldn't be immediately followed by 'this is my ship-of-the-line and the one mass-produced' as this would pretty much ignore the realities of a growing empire.


Remember that this is a task you've been handed down by a high ranking official and this plan must be realistic and should be able to be carried out. It is up to you to consider as many facets of warfare as you want or keep it simple.


(There won't be a winner, but I'm sure this is likely to create an interesting debate).


For the record, I do have a hidden game design-related agenda with this rolleyes.gif 

Pro-Gaming a Job?

09 November 2015 - 12:28 PM

So Blizzcon 2015 is over, and Worlds at FFG is over, and well, a bunch of E-Sports competitions just dawned on us and a lot of gamers are going home after playing professionally at the highest stakes in this world.


This got me thinking that Pro-Gaming is a lot more like a Job than some people might imagine, and I theorized that there are many more parallel to employee engagement and e-sports than one might imagine.


Has anyone else noticed this pattern?


Bizdev for Start-up (Boardgame Digital Adaptations)

28 October 2015 - 07:36 PM

I'm not sure this belongs here, or anywhere for that matter, but I figured I'd ask anyway and see if anyone has relevant info on the matter they'd be willing to offer or trade.


I'm currently in the process of turning my own start-up into a full-time business, but this is not without its challenges. I'm sure many others here weren't able to fully translate on day 1 to just making IPs full-time and making a living off of that.
I'm hoping to leverage my team's experience in development of digital apps/games to do some personalized servicing in a niche market: boardgame adaptations for Android/iOS and desktop.

Problem is, I'm having a rough time breaking the ice with reps from boardgame publishers (Fantasy Flight Games, Days of Wonder, etc.) and was wondering if anyone had any idea where to start (that would be better than just cold calling them as I'm already doing).
Are there events I should go? People I should be aware of that could help bridge that gap?
Any help here would be greatly appreciated!


Time Compression in a 4X Game

13 October 2015 - 05:22 PM

Once upon a time (before Acharis started turning this into a design method), I used to come here asking about design concepts in certain game types. Today I come to you again for guidance and advice.


I've struggled the past 2 years with a simple concept that I can't seem to get right: Time Compression in a 4X Game.

What I mean by time compression, is the balance within any given turn to provide meaningful interaction with elements that are clearly short and long-term.


For example, it is expected at the end of a given turn that the population can grow organically which, for most species we know, takes a matter of months.

Likewise, within the same turn, we're expected to demonstrate progress in battles, which certainly don't take nearly as long to perform, especially if the game focuses on Tactical Elements.


How do you (would you) as a designer resolve this issue to keep the content balanced between high-level strategic and actual tactical implications?

Do you bother explaining this to the player, or do you just 'go with it'?

Also, how do you keep this balanced? Surely if the population grows as fast as people die, one must create artificial population shortages or balance accordingly?


Would love to hear your input on this.