I did an interview with Todd Michlitsch back at Gencon 2018. He was too busy to actually sit down and talk to me when I was free, but he emailed me his answers to my questions (with some edits). It was awesome having him around for the 4 player skirmish as he was super passionate about the game and seemed very enthused.
I hope everyone enjoys. I'm sorry it took so long for me to get this posted, but I figured it would be a good time. I like to learn more about the designers and not just ask them boring DESIGN questions. Like what kind of person are they, or what kind of Star Wars fan are they? I feel they would be sick of answering the same neckbeard questions, so here are mine...
- Being here and seeing people enjoy the game you love and work on: how does that make you feel?
The first word that springs to mind is “validated.” I’ve always had a vision of where I wanted skirmish to get to, and getting to see some of that play out in reality is extremely gratifying. In the period between finishing an expansion and getting tournament results there’s I just hope that what I made is actually fun. Coming to events like Gen Con and getting to chat with players about the game closes the design feedback loop. It helps me gauge what I’ve done, enjoy the successes, and take stock of what I need to do next.
Aside from the relief, it’s energizing to watch people play Imperial Assault. It makes me want to get back to the office and keep making games!
- How did you get into designing?
I grew up playing chess, but always felt like I enjoyed the concept of the game more than actually playing it. As I branched out and tried several card and video games, I always found myself thinking about why they were fun (and often why they weren’t). Questions like “what is fun?” and “how do we measure value?” are largely unanswered, and I enjoy pondering them.
Despite this curiosity, I wasn’t aiming to become a game developer. It’s more like I fell into it. I worked several “normal” office jobs and enjoyed the project management aspects of them. When I found out there was an international board game company in my back yard, I applied for an internship. I got to see the “real job” behind just designing, and it lined up with my professional interests pretty well.
In the end, I probably come at game design from more of a project management angle than some, but using the medium of board games to deliver hand-crafted human experiences is something I’m very passionate about.
- Tell us about your game. Where do you see it going?
I can’t speak to anything in the future, but I think the game has really grown into its own unique experience. Skirmish is fundamentally a tactical Star Wars battle that sometimes looks entirely luck-driven, but really rewards skill and practice. While Command card and dice luck are obviously important, I’m constantly amazed at how easy it is to throw away a game by spending a movement point incorrectly. I think this mixture of powerful haymaker effects and tactical minutiae creates interesting decisions and finding a balance between those two has become the backbone of my design philosophy for skirmish.
Aside from skirmish, the paper campaigns are a fantastic way to enjoy a light tactical RPG experience in the Star Wars universe with your friends, and I’m proud of the progress we’re making in leveraging the Legends of the Alliance app to provide exciting new adventures.
- If you were in the game, who would you be?
If I thought I could get away with it, I’d probably hide myself as an Easter-egg B1 battle droid named T0-d or something. Those droids have the two best lines in all of Star Wars: “Roger, roger” and “Uh-oh!” Otherwise, one of my coworkers once made a pre-alpha droid hero for me whose abilities all removed dice luck (dice and I don’t always see eye-to-eye).
- Who shot first (Han or Greedo)?
Given that I don’t know off-hand what the official canon is, I’m going to have to avoid answering the question directly. That said, I actually don’t have a huge amount of nostalgia for the original trilogy and I can see Han’s character working either way. Though, given that the cantina doesn’t really seem to care much about what happened, I think it’s more interesting if what they just witnessed wasn’t self defense. (This is also much less embarrassing for poor Greedo!)
- Can you tell us about the future of skirmish?
Unfortunately, no.