Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Monday, August 28, 2023

Creating Emotion in Games, Part 4 -- Groups and NPC Relationships

If you're new to my retrospective on Creating Emotion in Games, start at the first post and work your way forward; it'll make more sense! If you're just catching up--in part 3, we got introduced to the book's basic ideas--how to define non-player characters (NPCs), give them interesting traits, and then add deeper texture to them. This time around, it's a bit more of a mix of content--there's still more about NPCs, but we're also going to move into some more unique (and game-specific) territory: groups and factions.

Tuesday, September 3, 2019

Card Counterplay: Interacting With Your Opponent

I get post ideas from some interesting places. Case in point, I was watching a gameplay video from Hearthstone streamer Firebat, which opened with some spicy takes on card design. You don't have to watch the video before you read this post (although Firebat is always fun to watch); I'll lay it out for you here. In a nutshell, he talked about cards that didn't allow for interaction, and how they reduce the game to hoping that you draw into your powerhouse cards that can't be countered. It's tied to a larger idea about "interactive cards" in card games, and while I think he has a point, hearing that bit got me thinking about where, exactly, I disagreed with him, and what you can learn about card games from it.

Wednesday, July 10, 2019

My Star-Crossed Moments at Origins 2019

The Sunday of Origins 2019 was winding to a close, and I was making my way through the dealers' hall, seeing what was on sale. There I was, catching up with friends at the Bully Pulpit booth, seeing what the company had on offer. And there it was, one last copy of Alex Roberts' Star-Crossed. The final copy, almost as if it were destined. I told myself that I wanted to make a sweep of the hall, that I wanted to be sure that there wasn't anything else I wanted to buy at Origins. I made my way through the rest of the hall, but it wasn't long before an unassailable feeling took root in me.

I knew. Not two minutes after walking away from the booth, I knew. There could be nothing else, there was nothing else. But to explain this, I'm going to have to back up a couple of days...

Wednesday, June 26, 2019

Origins 2019 Recap: Boardgames Edition

This past weekend, I attended the one and only Origins Game Fair and had an absolute blast. It was the first Origins where I well and truly attended a slew of events, as compared with the time I went in 2014, attended a single RPG session at Games on Demand, and sorta browsed around the dealer hall before playing Star Realms with a couple of friends. I was absolutely floored by everything I got to try out, and that's even considering that (judging by other folks I'm hearing from) my "demoing things" record was much lighter than some dedicated enthusiasts' trails! So, let's have a look at what I checked out, now that I've had some time to digest! This post will be about the boardgames I played, and I'll have one up next week about the roleplaying games I played at Games on Demand.

Tuesday, June 4, 2019

Do You Have the Skills?

"ALL SKILL" promises the tagline of a high-octane shooter, but what does that even mean? Gamers love to talk about "skill", and which games test it. Unfortunately, what exactly they define as "skill" is one of the murkiest aspects of game discussion, and miscommunications about these definitions sit at the root of heated debates about the evolution of games, particularly when it comes to difficulty and accessibility. What is skill, and how can you think more clearly about the role that skill plays in games?

Tuesday, February 5, 2019

Puzzled: the Design of Conundrums and Puzzles

I've been thinking about puzzles lately. It's partly because I recently finished participating in this year's MIT Mystery Hunt, partly because I'm working on puzzles for the Galactic Puzzle Hunt, and I've been pondering the unique experience that puzzles provide, compared to tabletop RPGs and boardgames. There's an interesting satisfaction that comes from puzzles, but it can also be at odds with some of the ways that we engage in other types of play.

Saturday, July 22, 2017

The Puzzle Design of Life is Strange


It seems odd to talk about Life is Strange in light of its puzzles, since it's so heavily-focused on telling a powerful story, but the puzzles contained in this game were built as part of a cohesive whole. When looking at a game, it's good to remember that every part of that game was put there with some sort of intention--so what was the intention behind the various puzzle sequences in this game? I want to look at a few different types of puzzles found in Life is Strange and explore just how they connect to its story, and what they attempt to achieve.

NOTE: this post will use example scenes from multiple episodes of Life is Strange in order to provide clear and specific examples for its points. I highly recommend that you play the game before reading this, but have avoided plot spoilers.

Monday, July 3, 2017

Life is Strange: Butterflies in the Vortex

Life is Strange Max

"Do your powers include mind reading? Or did you just rewind because I tried to steal the cozy chair?"

Some of you might remember my Walking Dead review, where I talked quite glowingly about Telltale Games' feels trip masquerading as interactive adventure with zombies. This time, I'm covering something that's basically the same, sans zombies and plus the Pacific Northwest. Also, sort-of time travel. Is it as good as The Walking Dead? Is it, dare I say, better? Find out what Life is Strange has in store for you...

This review will be spoiler-free, containing no plot details beyond the basic premise that I mentioned above.

Note: I originally posted this review on The Catholic Geeks, but intend to follow up on it more in-depth here.

Monday, May 11, 2015

Game Stories: Complexity or Depth?


So! Last week, I went on a bit about how I want to see more mechanically-involved RPGs. I'd like to talk a bit this week about what that can mean, because there's a lot of RPGs out there which try to satisfy this criteria by being complex. Complexity, however, often has nothing to do with depth, as many tabletop gamers should know already. But let me give you an example firsthand...

Monday, April 27, 2015

Game Stories: Why RPGs Need Game Designers


I love boardgames. Interestingly, my involvement in boardgames increased dramatically shortly after my involvement in the tabletop roleplaying hobby; this was around 2011, as the second wave of new and popular boardgames started sweeping over America and Wil Wheaton's Tabletop had its genesis. Because I got into boardgaming and RPGs at around the same time, I start thinking about how they relate to one another, and what benefits tabletop RPGs can reap from studying other tabletop gaming...

Monday, April 20, 2015

I Made a Thing: Schism Song Alpha


So, this time around, I've got something new for all of you: a game that I'm slowly starting to polish up. It's inspired by the likes of Bastion, with a dash of Apocalypse World, and it's been through a lot of mental revisions already! Someday maybe I'll break out into the story of how radically this initial alpha has changed from my initial conception of the game.

And this is what I've wrought! MWAHAHA! Um, er. So what I'd love you to do is to read it, have a look at it, and try it out. Let me know what sorts of speed bumps you find in the game, stuff that really needs clearing up, or ways that it falls short of its goal, which is to pull together a vibrant story. The structure of the game is heavily inspired by the concept of music jams, and I'm interested to see how well that translated.

And though I'm short on time these days, I'm open to running a session with people over Google Hangouts.

Schism Song Core: Alpha v0.1

Monday, April 6, 2015

Streamlining Rules With Pandante

This Monday, we're going to do something a little different! As the Pandante Second Edition Kickstarter winds to a close this Friday, I'd like to use it as a platform for talking about how designers streamline rules. If you don't know much about Pandante, here's a good overview post that not only talks about the basics of the game, but also about some of the design decisions that went into it. Then, come back here and read up on how the game changed. (I'll also summarize how the old rules worked, if you really don't feel like learning about panda gambling.)

Monday, March 16, 2015

Game Stories: Yomi and the Story of Fighting Games

Whether you're a button-masher or skilled in the art of cancels, bursts, supers, and Dragon Punches, you've probably at least heard of arcade-style fighting games like Streetfighter, Marvel vs. Capcom, Killer Instinct, and Guilty Gear. At the very least, you've likely played or watched Super Smash Brothers, which shares a lot of DNA with these frenzied but also mentally intense games. Yomi is a card game designed by David Sirlin, a veteran of these games, carefully crafted to not only feel like them but also to tell its own type of tense narrative.

Friday, March 13, 2015

Five Commandments of Intuitive Game Rules

This post got spurred by my readthrough of Hillfolk, as I lamented some of the decisions made in explaining the game. I made a bit of a fuss on G+ about it committing a large number of the cardinal sins of rules-writing, so now I'm going to discuss this in a bit more depth. Rules are important to get right, especially with roleplaying games, but the hobby hasn't had a good history of rules that explain themselves well...

Monday, February 2, 2015

Game Stories: Mechanical Hares

This week, the topic shifts to a negative aspect of narrative in some games. It's a concept that I'll be calling "mechanical hares", and it has to do with how your objectives in a game aren't necessarily meaningful objectives. In the interest of exploring game narratives, I'll talk about how these "mechanical hares" show up in some games, and are averted by others. Read on to find out just what that means...

Monday, December 8, 2014

Game Stories: First-Stage Recap

This week, Game Stories changes things up a little.

DUN-DUN-DUNNNNNNNNNNNNNNH!

I've done six posts in the series, talking about the narrative elements of various games, and I think it's time for a bit of a refresher, because I want to move on to some big places here. Today, I'll go back over the first part of the series, summing up what we've learned so far about narrative in games. Then, I'll talk about where I hope to take this series.

Tuesday, June 18, 2013

Update: What I'm Hammering Out


Greetings, all! I'm finally back with another post. This time, it's what I'm gonna call my "update" post, where I give a little peek into what's going on, gaming-wise, for me. Just another way for me to keep people posted, and to keep content on the blog, eh? This time around, I've been meddling in some pesky game design, which can be loads of fun.