If we listed the people who’ve had the greatest impact on the history of Flatout Games, there is no doubt that Joseph Z. Chen would be on the list. We met in 2017 when his co-design, Fantastic Factories, had just won the LUCI award at Evergreen Tabletop Expo (ETX). He was encouraging of our early designs and soon joined the regular design meet-ups. Joseph took Fantastic Factories to Kickstarter and his approach, and success, was an inspiration. A few years later he joined the development team on Verdant and has since been involved in Cascadia Junior, Propolis, Point Galaxy, and Forage. His insights and feedback on game design are invaluable. We are thrilled to be publishing his design Honeypot (check out the Kickstarter)!
What are some of your favorite tabletop games? And why?
This is a tough one. As a game designer I rarely get the chance to linger on the same set of games for too long but I think it gets broken down into two categories: Games like Race for the Galaxy, Quacks, Startups, or Harmonies l that have so many different viable strategies to win. I love exploring them all and playing them back to back to either try something new or optimize based on mistakes I made in the previous game. It's all about analyzing what happened and seeing if I can do better the next time.
The other category of games I like are games like Skull, Push, Deep Sea Adventure, and GoodCritters where they create dramatic moments and you play more so against people instead of game systems. That results in each game feeling fresh and different whenever you play with a different group. It's both familiar and new, and it's cool to see how each group reacts differently to the experience.
What games got you into game design?
In terms of what games got me into game design, I think I had a journey that many people in the hobby have experienced. The gateway game that got me into hobby games was Settlers of Catan. My roommates and I would play frequently. Catan doesn't play 2 players but my roommate and I would sometimes build up the board and spend 30 minutes discussing what optimal settlement placements would look like for all 4 players. After reaching a consensus we would reset and rebuild the board and do it all over again without actually even playing the game. That's how obsessed we were at the time.
We eventually added other games such as 7 Wonders or Alien Frontiers to our rotation. And then some time in roughly 2016 a group of friends and I decided we wanted to make a board game and tried to glue together our favorite mechanics from games we were familiar with. As a concept we put together the tableau engine building from Race for the Galaxy, the dice placement from Alien Frontiers, and the simultaneous play from 7 Wonders. This eventually led to my first co-design and self published game called Fantastic Factories.
My original group of friends have moved on from game design but the vibrant, generous, and welcoming community of board gamers and game designers have kept me involved in the industry.
Do you start with theme or mechanics?
Originally I would have said I'm a mechanics-first designer. Fantastic Factories, Honeypot, and one of my upcoming unannounced games are mechanics-first designs, but these past year I've been expanding my range to also include what I call experience-first or moment-first design. I think about the feeling or the moment I want to capture and then build the entire game in service of achieving that moment. I'll often borrow mechanics from games that produce similar moments but then streamline the rules so they get out of the way of creating that moment.
Do you have a favorite theme?
I don't know that I have a specific theme I'm drawn to. I think I am drawn to more lighthearted themes and art that is bright, colorful, and either evocative or whimsical. If I had to pick a theme, I'd probably say space, but space games often are heavier 4x games that I don't typically go for. I guess if it's a lightweight space game then count me in!
Do you have a favorite mechanic?
My two favorite mechanics right now are push your luck and engine building. Push your luck just creates exciting moments. And even if it's not your turn, you are invested in what is happening. Sometimes you just want to see something amazing happen, and it's fun to goad people to continually go bigger.
And for engine building it's just satisfying to build up that momentum and feel like you're doing more and more each turn.
What is something unusual/cool about you that people might not know?
Usually that something is that I design board games, but if you've gotten this far you already know that. I suppose one thing that people who aren't close friends might not know is that I really like turtles. I'm going to need to find ways to work turtles into my games. Also, in high school I was an extreme introvert but now when it comes to board games, design meetups, and conventions, I'm an extrovert.
If you want to stay up to date on all of Joseph’s news, visit his website.
Support Joseph’s latest game, Honeypot, here!