|A talk with Alex Randolph|
|... on his failures|
Whether a game is succesful or not is like a lottery. But I have often found that a unsuccesful game has been radically different from the way it was when I sent it to the publisher.
When I give a game to a publisher, then they always promise me that they will consult me me if they change anything. But fact is that they rarely consult me. They make the changes without telling me, so it often happends that I have submitted a poem but the result is prose. You have to live with that. And you cannot expect that a manufacturer, investing all the money, shouldn't be allowed to to make his own decisions.
Often - unfortunately - are these decisions stupid. And I try to carry my own points through against the publishers again and again, that they shouldn't change anything concerning the mechanisms without consulting me. And it seems to finally work now.
Victory (Pelikan) for example, was a very good race game. But my original was completely different. You had to take many more decisions in my version. The result was a typical race game, only with a new mechanic. (Victory was later published by Clementoni under the title Turbo Car. This time for a maximum of four players and with a race course assembled by just four boards. It also includes a sandglass, which was omitted by Pelikan, because "how would one be able to plan the perfect move in peace and quiet in a real motorrace?")
Ali Baba was first published in a weird gigantic box, and it wasn't succesful at all. On my request they then republished the game in a small box, and it sold very well for a long time.
|on his first game||on Ikognito|
From Knut-Michael Wolf's interview in the special issue of Die Pöppel-Revue 1988
with kind permission from Friedhelm Merz Verlag and spielbox.de
|© Mik Svellov firstname.lastname@example.org||03. maj 2004|