25 July Update
That Was the Fortnight That Was!
This Space for Rent
After a boring lecture on macroeconomics and international banking, one sagacious pupil at the back of the classroom remarked, “So what you’re saying is that capitalism works because everybody owes everybody?” Although that is probably not exactly what the instructor meant, it is instructive for us to measure the progress of The Little Game Company That Could since our last update. Ours is becoming a wondrous journey through the mysteries of small-business capitalism in the near-bankrupt state of California.
Our story begins with the recent decision to grow the company, take on an employee (now hired), and begin producing more games faster and cheaper so that VPG games can be sold by retailers and e-tailers in the very near future, and try to get more promotion for them across the internet. While our ramp-up time is just beginning on the company’s “labor,” “wholesale” and “marketing” sides of our small business, this quickly led us to confront another larger matter – space! Growing the company is making it too large to continue operating out of our spare rooms any longer; Victory Point Games now needs a real business location. Donning our pith helmets and binoculars, and lead by our faithful commercial real estate agent guide, to the beating tom-toms of native drums we explored the terra incognita around Alan Emrich’s school.Our quest soon narrowed to two excellent locations, each offering more than just a suitable physical plant site. Currently, we are in negotiations for an industrial park space within walking distance of The Art Institute of California: Orange County near Harbor and Sunflower in Costa Mesa, California. This will make it easy for students to pop by before, between, and after classes for some game production and development time with the old hands at VPG there to teach them. If we secure this facility and the timing of everything works out properly, watch this space for the announcement of a Grand Opening celebration event circa early October. And no one will celebrate more than Mrs. Emrich, who will, after more than two years, finally get her house back on the weekends to enjoy in peace and quiet.
Of course, this means dealing with new business realities including rent, insurance, payroll taxes, alarms, phones, and a million other things that we are discovering all the time, but the help of Alan’s long time friend, Bill Fisher of Quicksilver Software, to answer our questions and help us find representatives, has been a supreme blessing. Ask one who has succeeded if you want to learn to be a success, and Bill Fisher has had the doors open at Quicksilver for decades (only Electronic Arts might be an older computer game company!). With the help of our many friends and allies, like Bill, we should have more good news to report in our next installment. In the meantime, a lot more has happened in the last couple of weeks! Click on the link below to get caught up with all the news at Victory Point Games!
Wargame Developer Wanted!
A wargames developer is wanted to work on new titles from renown game designers including Joe Miranda, Paul Rohrbaugh, Mike Nagel, Paul Koenig and Bill Banks (among others). You must have skills sufficient to turn their designs (which are often “on paper”) into VPG formatted computer files that can be printed out at our offices to make honest-to-goodness playtest kits.
You should be willing to conduct your own in-house playtesting and help coordinate out-of-house playtesting via active email exchanges, all the while editing rules and components so that the final, tested stuff gets to our art and marketing people for production and release.
Flexible hours, payment via royalties (a small royalty per game sold payable every half-year), but we promise your the ride of a lifetime developing quality games while working with and learning from some of the great wargame designers and developers of the age. Alan Emrich will be your direct teacher and supervisor.
If interested, please contact us at Victory Point Games with your qualifications. And if we can find two of you, there’s plenty of cool stuff to do for both!
Playtesters Wanted!
Sean Young's new science-fiction exploration game: Parsec
A new game is now available for beta testing, the Sean Young design of Parsec. This is a tile-based placement game of deep space discovery and exploration for 2 to 4 players.
With simple mechanics and nimble game play, Parsec has been well received everywhere we have shown it. It's a very Euro-Family game that is easily teachable to friends and loved ones that plays in about 90 enjoyable minutes. While the wags at the game table have called it "Carcassone in space," it has its own charm in terrain types, controlling them, scoring and technological developments during gameplay.
If you've got the right stuff, the time to email us is now! Only a limited number of playtest kits are available.
Thanks for considering helping us playtest this game!
VPG Business Model 1: Value
About the Victory Point Game Business Model
This is a five-part series of articles explaining how Victory Point Games and its products compete in the business world and marketplace. If you want to understand why our company and business model is so... different, then your answers are right here:
This About VPG Business Model article series:
Part I: The Value of a Good Game
Part II: Welcome to our Euro/Family Gamers!
Part III: Explaining Our “Boutique Publishing” Business Model
Part IV: Saluting our Wargamers
Part V: The Perils of Postage, Handling, and Shipping Software
Make a VPG 14: Rules Writing Tips & Techniques
Part 14: Game Rules - Tips & Techniques for Great Writing
If you’re interested in trying your hand at designing a game, then this Making a Victory Point Game series of articles is written for you. It provides more information on specific subjects about designing games for VPG. By reading them, you should be well on your way to reaching your goal of becoming a published VPG game designer!This is the third of three articles on writing game rules focuses on its how-to aspects. While the emphasis here is on writing Game Rules for Victory Point Games (of course), these lessons have broad application for all types of game documentation writing (e.g., design documents, manuals, strategy guides, etc.).
What is involved in the nuts-and-bolts of good Rules Writing? Find out in this installment...
I Was a Spy at VPG
A Weekend with Victory Point Games
John Welch takes you inside the VPG premises, introduces you to a wild cast of characters, and explains the inner workings of The Little Game Company that Could. Learn what it is like to learn how VPG does it through the eyes of a first-time visitor.
Circus Train - Playtesting
The 7 Stages of Playtester Feedback
A First Time Boardgame Designer’s Point of View
by Tom Decker, designer of Circus Train
Naploeonic 20 Series Dispatch 2
Napoleonic 20 Series Marches On!
In this Dispatch newletter to players interested in the Napoleonic 20 games, Series Developer Lance McMillan unfurls the map to the series' future battles.
Zulus on the Ramparts! - The Making of a Game
The Making of a Game: Zulus on the Ramparts!
By Alan Emrich
If you want to make games, or you’re just curious about this subject, it helps to know the process of how games are made. This article looks at one Victory Point Games title, Joe Miranda’s Zulus on the Ramparts!, and shows you the evolution that it went through from concept to post-release.
If you want to have your great idea for a game published by VPG, it will go through a similar process – and it is the purpose of this article to let our future game designers know what they’re getting into and how things work on a game project.
States of Siege Solitaire Game System
Solitaire Game Systems Analysis
In this article, game designer Darin Leviloff explores his States of SiegeTM solitaire gaming system and why is has an appeal to both the most hard core wargamer and the novice student in a Jr. High School classroom.
Learn about the secret origin and intriguing design theory behind this wildly popular line of VPG games.




