Gaming with Science

S2E10.1 - John Coveyou (Interview)

#GeniusGames #STEMEducation #SciComm #JohnCoveyou #BoardGames #Science

We've done several episodes on games from Genius Games (Cytosis, Periodic, Genotype), and now we get to speak to the man behind it all: John Coveyou, founder and CEO of Genius Games. John graciously sat down with us to talk about the beginning of Genius Games, the stigma of "educational" games, the challenges and joys of STEM game design, and some of his favorite non-Genius games to play. So sit back and enjoy this conversation with the man who makes our job easy, John Coveyou.

Timestamps

  • 00:00 Introductions
  • 01:55 History of John and Genius Games
  • 07:50 Designing Educational Games
  • 13:19 Balancing Fun and Realism
  • 20:54 Most Challenging Games to Design
  • 29:55 Upcoming Offerings
  • 36:36 Favorite (Non-Genius) Games
  • 38:23 Wrap-Up
Links
  • Genius Games website 

Find our socials at https://www.gamingwithscience.net 

This episode of Gaming with Science™ was produced with the help of the University of Georgia and is distributed under a Creative Commons Attribution-Noncommercial (CC BY-NC 4.0) license.

Splash images courtesy of Genius Games.

Full Transcript

(Some platforms truncate the transcript due to length restrictions. If so, you can always find the full transcript on https://www.gamingwithscience.net/ )

Jason  0:00  
Hello and welcome to the gaming with science podcast where we talk about the science behind some of your favorite games. 

Jason  0:07  
Today we're talking with John Coveyou, CEO and founder of genius games.

Brian  0:16  
Hey everybody. Welcome to a creator interview. I'm Brian. 

Jason  0:19  
This is Jason, 

Brian  0:20  
and joining us is John Coveyou from genius games, John, can you introduce yourself?

John  0:26  
Sure, yeah, I'm the owner of genius games. I've owned it since about 2011 and we make science accurate board games and jigsaw puzzles for the hobby market.

Brian  0:38  
Those are very cool and very popular. I think I like the the frog. One in particular is very good.

John  0:44  
You dissect a frog in a lot of public school science classes, so we want to make sure we threw that one in there. 

Brian  0:49  
I don't think I did a frog. Did you ever do a frog? 

John  0:52  
I did. I think it was 10th grade biology.

Jason  0:55  
I don't remember if I ever dissected a frog. I did do a fetal pig.

Brian  0:59  
I remember we did a heart one time and that actually, like, screwed me up for a long time.

John  1:03  
Yeah, I don't want to know what this stuff looks like inside of my body. Let me just move on.

Brian  1:10  
Fair enough. We're really excited to be able to get you on to talk to us today. Our whole reason for existence is to talk about board games and science and genius games. As you can imagine, we have done many of your games before. We've done cytosis and periodic. We did genotype. We have more games planned in the future. We're going to be doing cellulose and probably whatever else comes down the pipe. Eventually. I'm sure we'll, we'll touch on most, if not all, of the games in the genius library.

John  1:37  
Well, that's great, because those are two of my favorite things, science and board gaming and both have, I mean, honestly, had a dramatic impact on my life in many ways. I mean, I run a company that combines those two, but the impact goes much deeper than that. So I'm very excited to talk about both of those things and how they came together. Could you

Jason  1:55  
give us a bit of your background there? Because this is not necessarily a logical place to end up. At the intersection of science and board game. Your company basically lives in the space of making what I call hard science games, games where they're not just inspired by science, but they try to portray it accurately and faithfully. What brought you to that place?

John  2:13  
Yeah, and you know, it's a long, windy story, but I will try and summarize it as quick as possible. I think when you see a lot of games out there in the marketplace and you see, you know, a science-based game or a STEM-based game, what you're looking at is a product someone wanted to create, to just generate money. I did not arrive at the place of creating a product. I arrived. I mean, I fell in love with the sciences, and also loved board gaming, and those two things kind of randomly came together. So a little bit about my background in the sciences. After high school, I joined the military. I was in the military for eight years total, but only three of it was on active duty. I spent about a year and a half in Iraq in Mosul and Samara. And while I was there, I was enrolled in some university classes, and one was a chemistry class. And reading through I had, I got a lot of time to read through that chemistry textbook, and some other textbooks I had chemistry and some in physics, I think I was taking at the same time, because of the the stressful environment that I was in studying sciences actually became very therapeutic for me, like allowed me to take my mind off of the stress, the anxiety, the difficulty that we were facing as soldiers in that area, and I got to think about like, how atoms were built and how the universe was made, and how atoms combined to form compounds and molecules And and it actually, it was really nice to, like, take my mind off of everything. And so I really fell in love with the sciences in a way, while I was there. And at the same time, we were playing lots and lots of games, a lot of poker, a lot of risk, not, not stuff you would think of when you think about traditional, you know, hobby games. When you think about traditional hobby games, you know, a lot of times you're thinking about like Carcassonne and dominion and Settlers of Catan, which was probably the three most popular, or a ticket to ride. You're thinking about these really popular hobby games you can like buying target. For me, like poker, Texas Hold'em was a big introduction to getting my mind wrapped around the human experience, around games, and then we play a lot of risk, and boy, you know, playing risk in a combat zone with a bunch of angry soldiers, so many risk tables flipped.

Brian  4:29  
I feel like risk kind of sits at that, at that space where I know it's not, it's not quite part of what we would consider a modern hobby game, except I'm thinking about risk legacy and how it's kind of been inducted and almost like transitions between the games that most people would have at home and sort of the hobby game space.

John  4:46  
Yeah, it was that, yeah, I think Rob Daviau was the guy who did that, and he's an excellent legacy designer. And yeah, that did bring risk into a different place in the board gaming space. But anyway, so I came home. From the military, and I was studying engineering, so I got my degree, and have a master's degree in engineering. Went on to work as an engineer for a while. At the same time, really started to play a lot of other hobby games with some of my family and friends. Got into Dominion pretty heavy. Started playing some of the older stuff, like through the ages and mage night, some of these bigger like, whoa, you can, I mean, you can play these things for hours and hours and hours and real and really, like, never hit the bottom. You know, there's still, like, more game to be played. And I was teaching chemistry. I was teaching chemistry at the community college, and it just kind of struck me, like, Why? Why are we so intimidated by all these science concepts. You know, if I was to tell you that you have three oranges and three apples and each of them weigh one pound, you could do the math. It's real simple. But as soon as you remove these objects that we're really familiar with and you replace them with neutrons and protons, all of a sudden we lose our minds, and we're just like, I can't do it. It's too hard. It's not that hard. These are we're just intimidated, I think, by a lot of these concepts. So So I was thinking through that, and at the same time playing games with some of my friends, and they're like, memorizing just useless information that they'll never use in real life science fiction games. And I'm thinking, like, why is this the case? And it struck me that I just, I wish there was more real science based, like real science based board games, card games something so that when you're playing it, you're playing something that accurately mimics a real science concept, real process. And I think cyt-, you know, jumping forward, I think cytosis, in a lot of ways, is one that I'm the most proud of, in that sense, because it, because it's just such an interesting concept, the human cell, that game was really designed around the infrastructure that governs the activity within a human cell. So that's how it happened. That's that's the backstory. 

Brian  6:56  
What is the mission statement of genius games? 

John  6:59  
Yeah, that's a great question. We have toyed around with a few different mission statements. We say our core purpose is to create science based products that engage just allow people to have fun with the science concept. The wording isn't too tight on it. You know, I think sometimes you see mission statements, and you're like, what does that even mean?

Brian  7:23  
You