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Designer Diary: Inkwell

by Jasper Beatrix

Game design is a journey, and one without a clear path, nor a clear end. Everything you imagine at the beginning is full of passion and hope, but so much in flux. What you will make is an unknown distance in time and space from where you are now: in theme, in mechanics, in style. We sometimes feel that we have changed as much as the game.

Inkwell, for example, goes back to a long car ride during the muted holiday season of 2020. Who were you back then? Who were we? And what was this game?

2020

Julia & I, having previously worked together on Sacred Rites, had a chat during my long ride up from NYC to Syracuse, New York, primarily because I am terrible at long solo drives. The topic was, primarily, a game that was about turning pages.

The brainstorm phase is like fishing about for infinite fish. Would it be a game with actual books? Folded boards? Large cards that flip off a deck? We discussed word puzzles, roll-and-writes, worker placement, token placement, dice management, hand management. But there was this focus on the verb of play that helped guide us: Turning the page. But that brought so many questions of its own. Does the page turn permanently? Can it turn back? Does a player know what is coming? Can they travel a book as they would a player board? Or is it a one-way trip? Do they choose future pages? Or choose to stick with what they have?

But in the end we called our shots; after three hours I had reached my destination, and in the end, the game was not built from a hundred ideas. It was built from a few, whichever ones we felt like pursuing, even if it led to disaster. It isn’t the right phase to be right; it was the opportunity to be wrong. We were stumbling in the dark, and as usual, enjoying it.

2021

After the holidays I looked back at our notes and prepared a first shot at what we called ‘CODICES’, which was about old books and rolling dice, and we liked the clever feeling of sneaking the word ‘dice’ into the title.

The idea was straightforward, at least at the time: Two sets of dice would be rolled, with one representing the ink color, and the other a numerical value. Each player would be limited to playing their numerical value on a space of the chosen color or filling pre-designated color spaces. There were other mechanics around pleasing patrons with bonus scoring for certain numbers and collecting gold leaf to decorate the pages. And, at each player’s leisure, they could turn pages back and forth to score in different parts of their book.

This left us in that most cursed of playtesting situations, once we got others to play: The game was interesting but not fun. This is a drag, to acknowledge that it felt fresh, and unfortunately, not special. We had a string of such designs around this time, grasping at creativity in the wake of so much going on in the world around us.

We tried to iterate in large amounts in different directions. This meant trying a version where the board was only a grid and was filled in to build patterns from pattern cards, as if to form illustrations. We tried word puzzles and drawing games. We tried returning to numbers again and moving from collective dice use to dice gathering done privately by turn, with each player gathering dice and exchanging them as if to gather their supplies. We also messed with applying force on the players, either through the action of another player, or through some sort of counter that players could affect, like a flexible game timer.

What was disheartening about this, as it often is, is that each attempt felt, somehow, worse. The passion was replaced by a grind of ideas and attempts. Band-aids on band-aids. Its journey almost ended.

2022

The game languished here, and that is important to acknowledge. We felt like we were done making games, and there was this process of ‘putting it all away’ that was quite sad. Turning the page, as it were. We recycled a lot of boxes, papers, bits. More than we probably should have. Of this project, all that was left, perhaps accidentally, was the bag of ink dice, and a single printed page. Fossilized, like many projects end up.

2023

The spark that helped us form DVC is for another time, but in that came two lovely things: Restrictions, and passion. We wanted to get back to making things. New designs abounded, but two old cartons of prototypes were dug up and rehomed. In all that was that little fossil, the dice and the page, and it was like a bolt of lightning. Who was that? The person that made this? And there was a surprise: Likely falling from another prototype, we also found a single real metal cube, a gold one, in the box with what was left of the game. Huh. It got repackaged and placed on a shelf.

2024

With a baby on the way, there was a sense of urgency for our little crew of friends and family. A whirlwind of work. Old designs found in that same process, repackaged the year before, were all the rage. Here Lies. Karnak. Rosetta. And a mess of others that have not surfaced quite yet. I began to make myself a little package of projects to work on later, as a promise. I dug up old files and put them in the cloud.

It was about this time we also got a chance to play a prototype by Lewis Graye, who has used paint cubes to represent the gathering and mixing of colors. There was even a touch of the colors ‘matching’ the paintings they were paid for, and the cubes were taken from available inkwells to use.

2025

About two weeks after our little one was born, I was up all night keeping an eye on him and digging through those old files I had set aside, squinting at my phone. I hadn’t really designed anything in months, I was so nervous about being a parent. Game design felt so small, so unimportant.

But, in that chair, something clicked. Or really, everything clicked.

Lewis was onto something.

Inkwell ultimately became a drafting game, but designing it was also a drafting game, as the process of making something is often a game itself.

I got together with Lewis, as well as long-time collaborator Joey Palluconi, who had some thoughts about asymmetrical inkwells after discussing the old design. We began writing on cards, and quickly had arrays of cube spaces opposite pages of abilities. Then a central mat of abilities and cubes mixed together. Then a reset timer controlled by player choices. There was a debate of the abilities themselves, and the desire to let them combine and build engines pleased players more than punished. Joey, Lewis, and many of us had recently liked cozy games, ones that let us converse while we ‘did the fun thing’. That, maybe, was the drive in the end. Meditation, reward, beauty, straightforwardness. Younger me would have scoffed. But now, all of us in our struggles, me as a new parent? Inkwell playtests became a safe space of quiet, even as a designer. The three of us held clandestine little meetings at larger game nights, sheltering in the project as the world swirled around us.

You see, I am used to some common questions about game design. Where do ideas come from? How long does it take? How do you know what works?

Inkwell was built on work by quite a few people, but more specifically, it drafted many of its ideas from itself over the course of years. The segments of this diary in bold show where parts of the final design first surfaced, even if ignored. It took time to realize which fit where, what matched, what did well. Each iteration was like a turn of the page, where we would get a score and try again.

This game, as a design, was a comfort to us after a long journey. We hope you can make some tea, play some lo-fi music, place cubes, and hopefully breathe with us and think of how incredible it is for anything to get to its destination: here and now.

With love,
Jono Naito-Tetro
DVC co-founder

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