At Adversity Games I make games where the fun is in the challenge. In my games:
- The core mechanics are solid and functional
- The decisions that players need to make have a significant impact
- The outcome of decisions is about good judgement, not luck or blind guesses
- The players interact with each other in significant ways
- The theme is integrated into the mechanics and the game feels “whole”
- There is adversity, and it can be overcome
Director and designer: Joseph Norris
I’m Joseph Norris, director and designer of Adversity Games. I’ve been a gamer since I was a child, starting with games such as Heroquest and Space Crusade. Before long I was playing Cyberpunk 2020, Battletech, Squad Leader, Car Wars and Warhammer 40,000. I’ve played a wide variety of game of all types. I favour challenging strategic games with a strong theme. I made my first prototype when I was 14. I decided to make Adversity Games in 2014 while I was developing Nightlancer, when I decided it was good enough to bring to production.
I have no regular employees but I work with many freelancers. I have a great appreciation of freelance work for the independence and personal responsibility that it requires.
Roleplaying games: Cyberpunk 2020, Dungeons and Dragons and Savage Worlds
Board games: Dungeon Lords, Eclipse and Agricola
Wargames: Stargrunt, Battletech and Alpha Strike
Video games: I try a lot of FPS and driving games, as well as a few fighting games and a lot of puzzle games, I switch around a lot more with video games so it’s hard to say what my favourite is
I’m a huge fan of science fiction, especially the cyberpunk genre, and this shows through in the Nightlancer setting that I am developing. I count Robocop (the original one only) and Bladerunner amongst my favourite movies. I’m also a big fan of anime, particularly Ghost in the Shell. I enjoy dystopian worlds for the opportunity to cast a harsh light on the flaws of society.
I know a little philosophy. I am a critical rationalist, objectivist and classical liberal.