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’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 Battle Angel Alita and 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.