When a sculptor creates a sculpture, a writer writes a novel, or a painter paints a motif on a canvas, he needs talent and expertise. But to be successful in his endeavor, he also needs to have the passionate feeling that he wants, at all costs, to create a work of art which, in his head, constantly demands to be accomplished. The same also applies to developing board games or card games.
It is always a most delightful moment for me when people contact me via mail or approach me at game fairs and thank me for the many enjoyable hours I have brought them with my games.
If during creative processes the desire for money and fame comes before passion and joy, the chances for a big hit decrease considerably, at least in my experience.
I have been an avid reader since my youth. Because I also liked to play tabletop games, I soon felt the desire to make the story narrated in a book or an aspect of that story come alive in a game.
Until 1986, developing games was a mere hobby for me. Back then, I didn't know that game designers existed, because the designers' names didn't appear on the boxes.
There are many games I love to play. Which one I put on the table depends on the mood and the level of experience of my opponents; I don't have a clear favorite.
Among the games I did not develop myself, my most frequently played game is definitely "Doppelkopf," a traditional German card game; for more than 40 years now, I play it regularly with old school friends.
I developed my very first game after reading "Riddle Master" by Patricia McKillip.
I'd advise all aspiring game designers not to aim for money when developing a game, because unfortunately it is very rare for game designers to be able to earn a living by developing analog games.