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	<title>Comments on: Quadradius</title>
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	<item>
		<title>By: Fungamer</title>
		<link>http://www.threedonkeys.com/blog/archives/287#comment-1006</link>
		<dc:creator>Fungamer</dc:creator>
		<pubDate>Sat, 10 Sep 2011 17:23:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=287#comment-1006</guid>
		<description>Thx Richard for this informative post. As a gamer I enjoyed reading this.</description>
		<content:encoded><![CDATA[<p>Thx Richard for this informative post. As a gamer I enjoyed reading this.</p>
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	<item>
		<title>By: Kablizzy</title>
		<link>http://www.threedonkeys.com/blog/archives/287#comment-475</link>
		<dc:creator>Kablizzy</dc:creator>
		<pubDate>Wed, 14 Apr 2010 02:42:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=287#comment-475</guid>
		<description>I&#039;ve been a fan of Quadradius since its inception - and a bigger fan of you since M:tG&#039;s inception. As an amateur game designer and CCG designer, you&#039;ve been the figure I&#039;ve tried to mold myself into whilst designing games, and I can only hope that you can do things for Quadradius that Jimmi has either been unable or unwilling to do. Good luck with this new endeavor, and if you need any insight, don&#039;t be afraid to ask the QuadBoard - most of us are either designers ourselves or design enthusiasts, and full of ideas.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been a fan of Quadradius since its inception &#8211; and a bigger fan of you since M:tG&#8217;s inception. As an amateur game designer and CCG designer, you&#8217;ve been the figure I&#8217;ve tried to mold myself into whilst designing games, and I can only hope that you can do things for Quadradius that Jimmi has either been unable or unwilling to do. Good luck with this new endeavor, and if you need any insight, don&#8217;t be afraid to ask the QuadBoard &#8211; most of us are either designers ourselves or design enthusiasts, and full of ideas.</p>
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	<item>
		<title>By: OncoByte</title>
		<link>http://www.threedonkeys.com/blog/archives/287#comment-429</link>
		<dc:creator>OncoByte</dc:creator>
		<pubDate>Tue, 16 Mar 2010 14:26:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=287#comment-429</guid>
		<description>Games as rich as Quadradius can be capitalized upon. They key is to make the game more available.

Mobile devices capable of rendering rich graphics and networked play are everywhere now! They can serve as bridges to the full game while generating revenue.

Step 1:
A &#039;lite&#039; version of Quadradius with a 5x6 board (L-R play in landscape mode). A limited power set only. Sell it for $0.99 on iPhones, Android phones, etc...

Step 2:
An expanded version for the phone/pad. 5x6 board available for the phones, and 7x8 board available for the pads. All powers available. Charge $4.99 which includes a 3-month subscription to the browser based game.

Companies like Zynga have shown that real-time, network based games are possible on portable devices (see their game Scramble for the iPhone).

Add to that a spectator mode and the ability to save/review/share completed games and you have a juggernaut.

A one-player version would be great as an unguided tutorial - a sandbox to learn how powers work. It could even be used as a &quot;puzzle&quot; mode akin to chess puzzles (&quot;win in 2 moves,&quot; for example). Develop good enough AI to challenge experienced players may be a tough task with diminishing returns.

Great game - best hopes for you guys to launch this thing!</description>
		<content:encoded><![CDATA[<p>Games as rich as Quadradius can be capitalized upon. They key is to make the game more available.</p>
<p>Mobile devices capable of rendering rich graphics and networked play are everywhere now! They can serve as bridges to the full game while generating revenue.</p>
<p>Step 1:<br />
A &#8216;lite&#8217; version of Quadradius with a 5&#215;6 board (L-R play in landscape mode). A limited power set only. Sell it for $0.99 on iPhones, Android phones, etc&#8230;</p>
<p>Step 2:<br />
An expanded version for the phone/pad. 5&#215;6 board available for the phones, and 7&#215;8 board available for the pads. All powers available. Charge $4.99 which includes a 3-month subscription to the browser based game.</p>
<p>Companies like Zynga have shown that real-time, network based games are possible on portable devices (see their game Scramble for the iPhone).</p>
<p>Add to that a spectator mode and the ability to save/review/share completed games and you have a juggernaut.</p>
<p>A one-player version would be great as an unguided tutorial &#8211; a sandbox to learn how powers work. It could even be used as a &#8220;puzzle&#8221; mode akin to chess puzzles (&#8220;win in 2 moves,&#8221; for example). Develop good enough AI to challenge experienced players may be a tough task with diminishing returns.</p>
<p>Great game &#8211; best hopes for you guys to launch this thing!</p>
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		<title>By: driven2sin</title>
		<link>http://www.threedonkeys.com/blog/archives/287#comment-424</link>
		<dc:creator>driven2sin</dc:creator>
		<pubDate>Sun, 14 Mar 2010 20:56:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=287#comment-424</guid>
		<description>This game can easily catch fire, but the design team has to ramp up to surf the waves once it makes big splashes.  Too many times there have been a big buzz for the game and then no push to the next level.  Frustrating for any of the older fans like me.  This game also works very well as a spectator sport.  We held a small Quad-con in a Philly barwith just 2 laptops on a table with the players facing each other like playing heads up poker.  Trash talking etc with everyone watching on both sides on the moves..  famously Black Jorge won all 6 of his battles.   Where are the other Quad-cons?  Richard would be the best guy to break this game out of its infinite loop of obscurity. 

And yes, a single player mode is something I preached from the get go.  And it is why I play the blitz style which is viable enough against many players and doable in A.I. (as long that side gets a decent amount of aggressive orbs.)  Especially if you limit the A.I. to only play small board. And perhaps a smaller pool of powers.  But again, no design team push to keep any momentum going on this front as well.

The game needs some foster parents asap</description>
		<content:encoded><![CDATA[<p>This game can easily catch fire, but the design team has to ramp up to surf the waves once it makes big splashes.  Too many times there have been a big buzz for the game and then no push to the next level.  Frustrating for any of the older fans like me.  This game also works very well as a spectator sport.  We held a small Quad-con in a Philly barwith just 2 laptops on a table with the players facing each other like playing heads up poker.  Trash talking etc with everyone watching on both sides on the moves..  famously Black Jorge won all 6 of his battles.   Where are the other Quad-cons?  Richard would be the best guy to break this game out of its infinite loop of obscurity. </p>
<p>And yes, a single player mode is something I preached from the get go.  And it is why I play the blitz style which is viable enough against many players and doable in A.I. (as long that side gets a decent amount of aggressive orbs.)  Especially if you limit the A.I. to only play small board. And perhaps a smaller pool of powers.  But again, no design team push to keep any momentum going on this front as well.</p>
<p>The game needs some foster parents asap</p>
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		<title>By: Jack Everitt</title>
		<link>http://www.threedonkeys.com/blog/archives/287#comment-422</link>
		<dc:creator>Jack Everitt</dc:creator>
		<pubDate>Sun, 14 Mar 2010 04:27:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=287#comment-422</guid>
		<description>Have your played the medieval browser game field, like KingsAge, or, the current best one, Grepolis. The latter has this great constant changing strategy for the first 6 weeks or so.</description>
		<content:encoded><![CDATA[<p>Have your played the medieval browser game field, like KingsAge, or, the current best one, Grepolis. The latter has this great constant changing strategy for the first 6 weeks or so.</p>
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		<title>By: MikeElliott</title>
		<link>http://www.threedonkeys.com/blog/archives/287#comment-415</link>
		<dc:creator>MikeElliott</dc:creator>
		<pubDate>Tue, 09 Mar 2010 03:03:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=287#comment-415</guid>
		<description>Hi Duncan, I probably left off the comment flag on the previous article again. Without any background, it is really hard to get on the radar for larger companies. Smaller companies are more likely to look at newer stuff from new designers, but it is still a hard sell and small companies do very small runs for most games. There are a number of small game companies that attend GAMA and Gencon and other conventions and you can attempt to get an audience by talking with some of them at the various shows. Your goal is to convince them to let you submit something, and not to get a sale or commitment to doing the game on the spot If you have a reasonable playtest group, you can often work your way into a companies good grace by helping to test some of their existing games (for no pay but it can get you some experience). It can get you a foot in the door. For the larger companies like Hasbro or Mattel, they are unlikely to talk to you or allow you to submit anything until you develop a resume in the field. And most importantly, consider it your hobby and not a career. For every success story like Richard and Reiner, there are half a dozen designers that make a modest living at it and many many more that barely scrape by or do it as a second job.</description>
		<content:encoded><![CDATA[<p>Hi Duncan, I probably left off the comment flag on the previous article again. Without any background, it is really hard to get on the radar for larger companies. Smaller companies are more likely to look at newer stuff from new designers, but it is still a hard sell and small companies do very small runs for most games. There are a number of small game companies that attend GAMA and Gencon and other conventions and you can attempt to get an audience by talking with some of them at the various shows. Your goal is to convince them to let you submit something, and not to get a sale or commitment to doing the game on the spot If you have a reasonable playtest group, you can often work your way into a companies good grace by helping to test some of their existing games (for no pay but it can get you some experience). It can get you a foot in the door. For the larger companies like Hasbro or Mattel, they are unlikely to talk to you or allow you to submit anything until you develop a resume in the field. And most importantly, consider it your hobby and not a career. For every success story like Richard and Reiner, there are half a dozen designers that make a modest living at it and many many more that barely scrape by or do it as a second job.</p>
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	<item>
		<title>By: Duncan</title>
		<link>http://www.threedonkeys.com/blog/archives/287#comment-413</link>
		<dc:creator>Duncan</dc:creator>
		<pubDate>Mon, 08 Mar 2010 06:12:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=287#comment-413</guid>
		<description>Second, is there any way to comment/get feedback from Mike Elliot? As an amateur game designer, I&#039;d love to hear more about getting on email lists for cattle calls or more advice about having larger companies look at designs from some no name guy.</description>
		<content:encoded><![CDATA[<p>Second, is there any way to comment/get feedback from Mike Elliot? As an amateur game designer, I&#8217;d love to hear more about getting on email lists for cattle calls or more advice about having larger companies look at designs from some no name guy.</p>
]]></content:encoded>
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	<item>
		<title>By: Duncan</title>
		<link>http://www.threedonkeys.com/blog/archives/287#comment-412</link>
		<dc:creator>Duncan</dc:creator>
		<pubDate>Mon, 08 Mar 2010 06:09:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=287#comment-412</guid>
		<description>First, I love this game, and Dr Garfield&#039;s comments are insightful. I&#039;ve definitely recommended it to friends.</description>
		<content:encoded><![CDATA[<p>First, I love this game, and Dr Garfield&#8217;s comments are insightful. I&#8217;ve definitely recommended it to friends.</p>
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		<title>By: Willi B</title>
		<link>http://www.threedonkeys.com/blog/archives/287#comment-409</link>
		<dc:creator>Willi B</dc:creator>
		<pubDate>Fri, 05 Mar 2010 17:47:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=287#comment-409</guid>
		<description>That&#039;s 2 for 2 on spotting great games out there, Richard. I&#039;m glad to hear you are trying to work with this designer as well. 

Keep those finds coming!</description>
		<content:encoded><![CDATA[<p>That&#8217;s 2 for 2 on spotting great games out there, Richard. I&#8217;m glad to hear you are trying to work with this designer as well. </p>
<p>Keep those finds coming!</p>
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		<title>By: DB</title>
		<link>http://www.threedonkeys.com/blog/archives/287#comment-408</link>
		<dc:creator>DB</dc:creator>
		<pubDate>Thu, 04 Mar 2010 17:45:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=287#comment-408</guid>
		<description>Just wanted to say thanks for the heads up on this amazing game.  My roommate and I are currently addicted to this simple yet very complex game.</description>
		<content:encoded><![CDATA[<p>Just wanted to say thanks for the heads up on this amazing game.  My roommate and I are currently addicted to this simple yet very complex game.</p>
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