
I've been on a tight budget for a while, and hadn't planned on attending any conventions. But last friday an opportunity came knocking (as illustrated above), and these last several months of overtime have earned me both the disposable income and the time off I needed to attend.
This means. . .several things.
First, PLAYTESTS! At each of the three conventions I've gone to, I've wound up spontaneously doing tests & demonstrations for one of my games; mainly Trigger Discipline, since these were all anime-oriented cons. This time, I've got plenty of different games I could take for a spin; Court deCapitate and Trigger Discipline are both ready for some more test runs, and there's an embarrassing number of other options I could have playable by friday- Divers, Mass Effect, Avatar. . .
Mind you, I'm not sure just how many of those I'll be able to get shipshape. So I'll take requests. If you'll be attending PAX, and would be interested in trying out one of my game ideas yourself? Let me know via the comments and I'll do my best to have it ready. And of course, even if you're not inclined to try a game or two I'd still love to meet you guys in person. Send me an e-mail and I'll give you my phone number.
Of course, one of my other priorities here is going to be the blog itself. This site is supposed to be a portfolio of sorts, and I've been unearthing alot of old documents as of late while reorganizing my hard drive- piles of various campaign ideas & brainstorm transcripts. It's high time I started sharing some of those. . .
Sunday, August 29, 2010
So I'm going to PAX!
Labels: Hobby Games, Playtesting, RPG
Wednesday, August 4, 2010
Court d'Capitate: Beta playtest rules

Oh right, you guys still need the rules for how to *play* this thing, don't you?.
Fine, here you go.
I've been striving to crank this document out in my spare moments, which are still fairly scarce; let's just say that my last 2-week paycheck had 96 hours on it. You can thank a couple different folks I ran into IRL I ran into last week for providing the motivation; turns out they've actually been hoping to see more of this. (Seriously, it gets hard to keep making these things in a feedback vacuum. Those of you who do make those thoughtful comments are helping more than you could know.)
It's been a little surprising to realize just how bad I am at doing manuals. I have no problem explaining my games when I demonstrate them to someone in person, but when the time comes to lay out all that info in the form of a text document I tend to gloss over lots of vital details. Attempting to buckle down and lay everything out step by step produces instructions that, as someone said about an early draft of Trigger Discipline, "read like a legal document". Hopefully I've been able to put a little more natural voice into this one.
Can you tell this another one of those sleep-deprived posts? If not, you will soon.
I've gotta balance this part of the game first, but I can tell you now how those Mastermind cards will work. You each who you're playing as from several random draws, but your identity is kept secret for as long as you like. Revealing your identity grants you the benefits of your character (such as larger hand sizes, cheaper turn point costs, conditional bonuses, that kind of thing) but also makes you a target- you now have a Luck and Paranoia score, and can be targeted just like any of your Pawns. On the plus side, your hand becomes the scheme cards you're carrying, so you can reveal ones with defensive abilities.
What makes this interesting is that lots of Event cards involve characters which may or may not be one of the Masterminds a player drew for this game. If the next round's event card involves a speech by Prince Albert, and gives Prince Albert's stats as well as a fat style bonus if someone manages to whack him, and you're playing Prince Albert (and don't want anyone to know). . .well. Things are about to get interesting.
Labels: Court de Capitate, Game Design, Hobby Games, Ready-to-play, RPG
Wednesday, July 21, 2010
Divers vs. Inception

I went into Inception with a "baseless hunch" about what seeing it would be like for me, one that turned out about 80% correct. Among the expected factors: It's got a ton of parallels to Divers (enough that it'll probably be the biggest "so it's like ___" reaction I get for the project from now on, quite a feat when Divers has parallels to EVERYTHING). It gave me plenty of ideas for antagonists. It's got my mind racing enough that I'll be up all night and should definitely harness this energy towards somethings productive (like this blog plost).
The two big exceptions:
-It didn't give me many ideas about the environments for Divers. The film was too well-grounded for that.
-By having such a thoroughly explored internal logic, Inception provides a reference that helps me better understand my own ideas.
There's a few clear realizations this has currently produced. . .
Where Inception is about the subconscious and our imaginations, Divers is about our intuition and feelings.
The internal logic of the Depths (in Divers) doesn't produce a world where things having match events that could happen in 'reality'; it produces a world where everything 'feels' right. Punching through concrete with your bare hands? Clearly couldn't happen in the real world, but show it to us in a movie or comic and we readily nod along.
Instead of being semiconsciously built from our imaginations, the depths in Divers are formed through the experiences we have- from our feelings, if "feeling" is a label you give to the process of experiencing something.
Inception's world is an increasingly hostile environment that forces you to "lay low", fueling adventures similar to heist movies. Divers' world is an increasingly symbolic/fantastical/significant environment; it fuels adventures where you discover more about the world around you as you fight to better it.
I feel like I've had one element of a personal agenda with Divers, one conscious moral I built into the world's themes. It's simple: Everyone can have qualities that make them worth respecting. Any random person- a surly blue-collar worker in his early 50s, an anxiety-prone housewife, an incoherent bum on the bus- can turn out to have extraordinary depths to them, sides of their character whose virtues would never see the light of day in almost any other premise involving decent action sequences. :P
Mind you, there's a corollary: Anyone can and will have terrible, pathetic failings. Anyone can be force for ill through the Depths, be it through ignorance, denial, or pain too great to bear. That includes the same people who're worthy of respect. That includes you.
Labels: Divers, Fluff/Inspiration, Game Design, Metaphysics, RPG
Tuesday, July 6, 2010
Idea: Provide a world for users to fill with secrets.
Just an open brainstorm as to how you might implement this. For a tabletop RPG, it seems like you could use a wiki-like approach to build a campaign setting full of intrigue and hidden motives; the person handling the meat of the setting serves as the admin, with others stepping up to suggest various motives/intentions/goings-on for everything from shopkeeps to nobles to the beggars in a given alley. The big design question is how you'd handle this in some kind of video game.
The approach I'd envision there is making a moderately expansive 3D world, with several different wilderness environments, some small and large towns, etc. It'd hopefully be done well enough that it'd be moderately interesting and beautiful, something you might enjoy running around in with no particular direction; at the same time, it'd all be within the bounds of normality (albeit with the landscape distilled a little, so that you've got more fancy waterfalls and so on). But you'd also provide a set of tools that users could use to modify or add to the world, providing various assets but also letting you make your own.
I can open up this toolset, go in, and add something like a small grove in the middle of a forest or a strange rock formation. I can also go much further than that, adding things like a hidden valley containing ancient ruins or an underground cave system. Other options could include things like giving a seemingly generic building a working door and an interior, and a creature creator that lets you give them all kinds of different behaviors (i.e. your little stick-man will always stay far away unless the player stands still for at least 10 seconds while the moon is full). There'd be a moderator panel I can check in with; they'd offer feedback and be the ones who'd incorporate the altered region into the world. (These moderators *could* act as quality control, but I think their main priorities would be to avoid having one user's additions conflict with another's (i.e. they'd inform you that there's already something going on with that cliff face, and suggest several similar areas to implement your idea instead) and maintain a couple of general guidelines (secrets shouldn't be obvious from a distance, though subtler clues are fine). Players should feel free to give their contributions all kind of unique quirks- winding trails of sky-blue flowers that lead to hidden cave entrances, inscriptions on walls that tell fragments of a story. . .
Labels: Fluff/Inspiration, Game Design, RPG, Video Game Design
Thursday, July 1, 2010
Games as art- yea or nay?
I usually consider art to be abstract self-expression- having something to say. Working off that idea, it's safe to say that almost anything can be art once you're fluent in it.
That being said, I make games, and I know I personally am no artist- the label I do use is /craftsman/. It doesn't really matter whether the core premise is my own or someone else's; my focus is on running with that concept and implementing it in the best way possible.
Labels: Formspring Question
Monday, June 28, 2010
How do you make a game about love?

Another question that someone else posed and I attempted to answer. What came to mind for me was cases where a player decides, of their own volition, to keep an NPC safe when they could easily have let them die instead (and the GM/game designer likely expected them to), and the amazing dedication they can show when pursuing this self-determined goal (as opposed to the utter frustration people feel towards escort missions).
I'd frame it as a subversion, similar to fathom. You could do a 2-D side-scrolling action game with a B-movie feel, reminiscent of Metal Slug. The level opens with a shot of a diner, then monsters burst in and start wreaking havoc. Pan left (with "GO!" flashing several times, big enough to fill the screen) and we see your character emerging from the bathroom, with an exclamation point appearing over their heads as they see said havoc spill into view. A bouncing arrow points out a shotgun to the left, so you grab that and then use it (along with a jumping kick attack) to fight your way out of the diner and down the hill to an oversized boss. Except that when the boss dies, the music just stops. We see the character walk offscreen back towards the diner, cutting back to the back hallway where we first started playing. He walks over to the body of one of those background NPCs from the intro, and shows some kind of grief- whatever body language and gestures prove the most expressive for the character model. Fade to black.
If you play the game again, you'll likely notice that the woman in question dies *after* you gain control of the character, in what looked like a scripted event. And if your first action is to run to the right and attack the monster with your difficult-but-functional kick attack (which the game doesn't tell you about for another 20 seconds, so you don't know about it your first time through), instead of grabbing the shotgun first, you can actually save that character, and continue to defend them as you fight through the rest of the level. They'll die if any monster gets to them, making it very difficult to make it through to the end of the game without them dying; but it's still possible.
Perhaps you'd actually expand on the gameplay- every section of the game sees the woman doing something else while you fight the monsters, changing how you play during that section. She'd interact with elements of the apparently-static background, demonstrating alot of resourcefulness and ingenuity (though not any combat prowess). It's important to note that her efforts to help herself and you never make the game easier; they just create another slim window of opportunity for you to keep the two of you alive a little longer, and by extension give the game experience noticeable variety.
I'm not doing this because I have any love for the "damsel in distress" option, I'm doing it to deliberately remove outside incentives- where there's no rational reason to shoulder all this hardship except that you care about what happens to this person, damn it. And when you stick with that approach, you wind up getting alot more out of a life that used to be much more effortless and predictable.
Sunday, June 27, 2010
What's the best way a game can tell a story?

Someone raised the question in a discussion I had a while back. This was my response:
I think it's important to consider what stories are, underneath all the different ways we tell them (all the mediums, plot structures, et cetera). I could bring up Robert McKee here, but instead I'll lift a quote from this piece:
During a good game, the player is trying to overcome interesting challenges.
I suspect there may be some potential synergies here. :P
Let me shift from theory to the pragmatic end of the spectrum. The most powerful storytelling trick I've noticed in games so far has cropped up in these isolated moments in a number of different games. Some examples from video games:
-In Metal Gear Solid 3, standing there as you wait to pull the trigger of a gun- one that's pointed at a person you love more than anyone else in the world.
-In Modern Warfare 2's conclusion, staggering up to a crashed helicopter and its injured pilot, a knife in your hand.
-In The Darkness, watching a movie with your girlfriend on the couch, knowing you can press a button at any time to get up and leave.
-In Assassin's Creed, using your one available action during conversations (walking around within a 20' by 20' area) to pace in circles, turn your back on someone and walk away, etc.
Moments like these stand head and shoulders above the rest of the game experience in terms of having the story be engaging and meaningful to the player. It took some reflection, but I think I've figured out why. The thing all these moments share is that the narrative that's playing out contains a variable which has been given dramatic significance by the game, but is now determined by the player. If Solid Snake stands paralyzed while the minutes drag on until he finally pulls that trigger, that's a different story (in a dramatic/significant way) from the narrative where he hesitates for all of a second. While that moment lasted, the player had a degree of genuine control over the narrative while it was unfolding. Psychologically, they went from an audience member (albeit one who gets to walk around the set and sometimes give an order in the director's place) to one of the actors on the stage.
And as a bonus, the narrative has gone from being a mass-produced experience to one that only this player has had, something that can be very important to people.
Any of that make sense? Read all

