Jason (GameGobble): Talk about the overall gaming experience you were trying to create when developing Hafid’s Grand Bazaar.
Mike (game designer): We wanted the loud bustle of an open air market where you are talking over everybody else, in an anything goes effort to make good deals. Like all of the games we design, I wanted the social component to factor heavily and I think we did well with that. Hafid’s Grand Bazaar is not a quiet game by any means. Even the choice of going with an icon based system on the cards created an artificial language barrier with players, which led to a hilarious in-game culture as players are trading and negotiating as fast as they can.
Jason (GameGobble): What kind of experience are you hoping players have after a game of Element?
Mike (game designer): Hopefully a good one! Honestly, we want people to find in Element a game they will be playing twenty years from now, a new classic if you will. More often than not people will play several games in a row since they are relatively short and games play very differently each time. Some games have players dodging large moving rivers because of the amount of water on the board, others have the players dealing with ever spreading fires more than anything else. Earth can create a frantic, claustrophobic game, and capricious winds require a lot of thinking ahead to guarantee capture. Each experience is unique, and the toolkit style allows for ever evolving tactics.