At Adversity Games I have some guiding principles for all of 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 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
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 first developing Nightlancer.
I do it to have fun and make awesome games.
I play a huge range of games and to say I really prefer any one of them is quite difficult, since most often I’d like to play something new over something I’ve played and liked before. But these are some games I’d always take the opportunity to play, if it came up.
Roleplaying games: Cyberpunk 2020, Dungeons and Dragons 5 and Savage Worlds
Board games: Dungeon Lords, Eclipse, Doom 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 and Bladerunner (the originals) 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 and put them in stark contrast.