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Blue Max in Cubical Space


So, I'm working on idea for a board/computer turn based space combat game.

Basically "Blue Max" on a cubical grid. Except ... not.

I mean ... the description is not actually accurate. One of the defining aspects of Blue Max is that it's si-move. Both players secretly decide their moves for the turn, and these are simultaneously revealed and enacted.

But I'm doing something where exactly one unit moves at a time, governed by a time racetrack. That's completely different. My goal is to reduce book-keeping and decision complexity, for a more streamlined playing experience. I don't want si-move. Instead, there's a time racetrack to keep track of when the next ship is able to move. Whichever ship is in "last place" moves next. When you move, you advance your time token by however many seconds that movement consumes. If your token lands on another token, you bump ahead to the next empty spot. (Optionally, the ship with superior initiative rating chooses which token is bumped.)

So ... "Blue Max in Space" gives the wrong impression right off the bat (not to mention - it's an old game so a lot of people wouldn't get the reference anyway).

I don't know how to "elevator pitch" what I'm going for here ... so, some rambling thoughts:

1) It is played in cubical space with movement/shooting restricted to the 6 cardinal directions and turns/rolls restricted to 90 degrees. This is meant to treat all three dimensions equally in an elegant way, and also to offer a novel experience compared to other space wargames.

2) Different spacecraft have different speeds and maneuvering abilities, thanks to the time racetrack system. The goal is to present players with an interesting contest of maneuvers, similar in feel to air combat maneuvering. However, some weapons point sideways or even rearward rather than just forward, so there can be interestingly different maneuvers to try and broadside the enemy.

3) There's a mix of direct fire weapons and mines/torps/missiles which don't move faster than spacecraft. The goal is to present interesting maneuvering decisions involving trying to box in the opponent or dodge/run out weapons.

4) Spacecraft have six shields and then internal systems which can take damage. The desired feel is sort of like Star Trek II: The Wrath of Khan. While air combat is often a matter of just immediately going down after a single hit, I want something which is more of an extended struggle. Having six shields forces interesting tactical restrictions on players, and offers the chance for someone who's behind to luckily come back by outmaneuvering the enemy and getting in shots on a weakened shield.

I'm not sure how internal damage should work, but I'm thinking there should be maybe six internal systems and you simply roll dice to see what's hit. So, right off the bat several systems are likely to get destroyed but it can take a lot of hits to completely finish off a ship.

So basically ... I don't know how to sum up. I want something simple and streamlined. And I want the above ... things.

Any ideas on how to get the "idea" across? Something more fitting than "Blue Max in Space"?

Thanks!

#BoardWargames #GameDesign #Wargames #BoardGames
 

Game Design: Respect, Acceptance, and Admiration


I've been thinking about the reasons why I wanted to become a game
designer. I grew up in an era when arcade machines were plentiful and
ubiquitous, and the home video game experience could be had in media
like cartridges, cassettes, and floppy disks. I looked forward to
magazines like Popular Computing, K-Power, Compute, and the occasional
Byte Magazine. They had interviews with designers and programmers in
there and treated them like a form of programmer royalty. I remember one
cover in particular with Chris Crawford with him on the cover as
"Atari's Secret Weapon".

Image/Photo

Secret Weapon? Do go on.

It's probably no surprise that growing up I was not the most popular kid
in school. I was different from most kids (a sentiment I now know is
true for a lot of folks). My interest in computers stemmed from
curiosity about the machines, but more importantly about the narrative
that I was being told about the folks who programmed these machines. The
ones who were really good got their faces on the cover of computer
magazines. They became household names like David Crane, Garry Kitchen,
Bill Budge, and a whole host of others at companies like Activision,
Electronic Arts, and so on.

In fifth grade I didn't want to be Batman anymore. I wanted to be Chris
Crawford.

My mom took that cover and did her best to make a fifth grader look like
Chris Crawford for a Halloween Party. This, predictably, did nothing for
my reputation in school.

A lot books and magazines at the time had programs you could type in to
a BASIC interpreter. As people became more familiar with the machines
the quality of those programs improved. I patiently typed in many of
those programs, trying to understand what was going on. Of course my
tastes for games at that time were all about fast action and graphics,
which meant the games I was typing in had a lot of machine code encoded
as DATA statements. This didn't do much for my learning about the code
of how to make the machine work; instead it taught me how to find typing
errors in long strings of text. A useful skill, but not one that held
the keys to what I wanted to know.

I went through classes in school for computer programming in high school
and college. Sometimes I did my best. Sometimes I just tried to get the
best grade I could without really understanding the material. Over time
I built up a lot of self-doubt in my abilities. Couple this with a
learned anxiety in math classes, and my belief that I could ever become
one of those rock-star developers faded. Not the desire to become that
kind of person, but the belief that I could ever measure up to those
levels.

Never mind that I was comparing myself against scads of professionals
who were regarded by their peers as exceptional designers and
developers, all I knew is that whatever I did I wouldn't be able to do
that.

It's taken me a bit to realize why I imprinted on these folks. Part of
it was that being a "famous game designer" meant that I was somehow the
top of my field. What I saw was the admiration of others and the
acceptance that eluded me as a kid. Unfortunately instead of motivating
me in a positive direction it motivated me into self-doubt. I knew where
I was and there was no way I was going to make Space Invaders, let alone
Eastern Front.

When I re-discovered tabletop RPGs and board games I fell in love again
with the idea of game design. It also helped that the game design books
I'd read said to play lots of different games in order to mine from
different disciplines. Yessiree, I signed up for that and started buying
all the games. I was going to crack this nut again.

Google+ was also formative in this. A lot of tabletop designers and RPG
folks hung out there and created communities. Now I could talk with
folks who were actually designing games. And, they'd reply. Huzzah!
Acceptance! Sometimes even respect. The adrenaline hits kept me glued to
Google+. After all, thinking about game design is the same as game
design, right?

When Google+ disappeared I was heartbroken. Now I'd have to find other
avenues to talk with folks about game design. I've been slightly
successful with different platforms, but none quite the same as Google+.
Take that as a data point, Google.

A few years back several of the game designers of tabletop RPGs that I
like were at a semi-local gaming convention called U-Con. I thought
about going, but talked myself out of it. My reasoning is I wanted to
meet them as a fellow game designer, and not as a drooling fan-boy. I
wanted that level of acceptance from folks that I admire, and some level
of mutual respect for each others' designs. I kinda regret that now.

It's easy to blame a lot of the foolishness of adulthood on mistaken
notions we've kept since we were children. It's easy to say that
childish dreams lead us down pathways that didn't pan out. But in some
ways they did pan out. I have created games and learned a ton about game
design. I've been exposed to different ways of thinking that have shaped
my own ideas about game design. I've made a career out of programming
computers that would never have happened without those initial sparks.
I've just never quite understood the motivation I've had for it other
than it's something I've wanted to do.

The great thing about understanding our motivations for things is we can
determine if those motivations are still true. Do I still crave respect?
Doubtless, yes. Do I still hunger for acceptance? Of course. Do I still
wish for admiration? It'd be nice, but it's not necessary.

Do I still want to be a 1980s-era rock-star developer on the cover of
Popular Computing? Do I still want to be Atari's Secret Weapon? Not
anymore. That position was filled long ago, and the person who filled
that role became one of the game designers I admire the most.

I still have self-doubts. I still don't believe I could ever make a
living off of my games like some have. But I've cleared away some of the
beliefs and emotional attachments I have to the fantasies that I
cultivated when I was younger. I've also realized where these beliefs
came from and now I can work with them to uncover if they're still true.
It's like pulling a nasty and discolored dust-cover off of an object and
realizing the beauty of the object underneath.

I'm not sure where this will lead, but I'm more curious than ever to
find out.

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#Adayinthelife #GameDesign #Programming #DeepThoughts
 
Mapemounde 2020 is about to start!

What is Mapemounde?
Mapemounde is an analogue (non-electronic) map-game design jam. Participants are given a theme, a design goal, and 10 days to create a playable draft of an original map-game.

What is a "map-game"?
Usually, games use maps to enhance the participation of the players and to make sure everyone knows where their character or party is. Mapemounde intends to encourage the creation of games in which the map is not a simple tool, but an essential part of the game which is central in shaping the story and its narrative.
Submissions open from Tomorrow at 9:00 AM to May 18th 2020 at 9:00 AM (Pacific Daylight Time)

#mapemounde2020 #map-game
#tabletop #rpg #ttrpg #itch.io #itchio #gamejam #gamedesign
Italy 

Game Design Books: an observation


Last night I was leafing through my collection of game design books. I
got addicted to game design books in the hopes that one or more of these
would give me some insight into the process of game design. These books
are like flypaper for novice game designers like myself: they seem
attractive on the surface, but you can get stuck if you adhere to them
too closely (double meaning slightly intended). Many of them have
similar advice, starting with trying to define a game before jumping
into a broad survey of the different types of games that are out there.
Then they give some prescriptions of their own design process, and then
tell you how to land that job at that company you've dreamed of working
at (or worse, how to make money selling games by reading the gaming
market from the period before the book was published).

I've read more of these than I'd like to admit, and I've seen a lot of
different patterns in these books. Most are geared toward landing a job
in the video game industry. Many of them are tangentially related to
game design itself, spouting truisms like "optimize for fun" or "make
emergent play" (note: paraphrased). Some of them actually guide through
the process of designing a game and what to notice, but a good number of
them cut the conversation short so they can focus on the next topic.

Last night I got frustrated at one book because it referenced "The
Hero's Journey" by Joseph Campbell and the abridged version for writers
"The Writer's Journey" by Christopher Vogler. (If you've ever wondered
why your reluctant hero has to have a call to action to fight the big
baddie at the end now you know what advice the designer took to heart.)
I started looking through other books in my collection to see what other
designers prescribed this advice. If there's one thing I would love to
recommend to designers is to read the myths themselves without the lens
of Joseph Campbell. I promise they're much more interesting than his
ridiculously oversimplified and wrong formula.

I then leafed through some mechanics books. That got me looking at some
wargame design books. Maybe I was tired, but the book I picked up felt
like someone rambling to me about wargames more than instructing me how
to design war games. True, it was starting with the rules for a
particular war game (and I'm not naming the book in particular in part
because I'm thinking the fault is with my patience rather than the
material) but it got me thinking about war games, and then I wanted to
look at one war game in particular: Eastern
Front
, by Chris
Crawford
.

Eastern Front was a pivotal game for the Atari computers. It was a
graphical masterpiece and did what few games of the era could do: create
a tactical war game that could be played against the computer with
credible opposition. It was also written in 16K and published by Atari's
"Atari Program
Exchange
" (a
user-submitted, curated label for Atari Software). It was written using
Atari's Assembler Editor cartridge over the span of about a year (around
900 hours of development).

What made Eastern Front so special was Chris also released the source
code via APX. Rather than just a dump of the source code it also
includes a section explaining the code and the decisions behind it. In
those 60+ pages of text and notes Chris gives a masterclass of game
design and his approach to design. He talks about his design process,
decisions he made for code, and the playtest feedback he received. He
talks about his frustrations, his triumphs, and (of course) the cycle
count on the Atari and the efficiency of the routines.

The manual has been scanned and is available on the Internet Archive
(Eastern Front Source
Code
.

At the time the source code for Eastern Front was \$150 in 1980s
dollars. Had I known what I know now I think this would have been a wise
investment for my game design interests. It sure would have saved me
from purchasing all of the other books that didn't give me nearly as
much information.

You can find the source code for Eastern Front and other games that
Chris Crawford has written on in his source code
library
.

(I may write up a second post of books that I recommend for game
designers that touch more on the process of game design rather than
paint it with broad strokes, but for now the one that I'm finding most
helpful is Think Like a Game
Designer

by Justin Gary.)

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#Adayinthelife #GameDesign #Books
 

Odds and sods


This is just a mental dump of what's on my mind at the moment. I don't
expect anyone to read this, but if you do I thank you in advance. I
literally have no idea where this post will lead.

I've been thinking a lot lately about game design and what I want to do
with game design outside of the Pepper&Carrot RPG I'm designing. I've
been really happy that Pelgrane Press
have released a lot of their rules under a Creative Commons By
Attribution license, so I've been thinking what games I'd like to design
under those rules. I've also been drawn back into
Fudge, which is the rules that spawned the
Fate RPG. I love how systems like Fudge can be
extended to different ideas (e.g.: modeling an entity like a corporation
or a ship use similar rules as a character). I've had a few ideas about
a game for modeling the computer revolution of the 1960s and 1970s, and
while I'm thinking that might be more a board game I still wonder if it
could be modeled with a RPG.

I keep being drawn to the writings of Chris
Crawford
and his ideas about Interactive
Storytelling. I think it's interesting that the systems for storytelling
that I'm most interested in (RPGs) have some overlap with Chris' work,
and I wish there was a way to get both of those worlds to work together.
I think the main problem is that the game moderator (GM or DM) is a
person in the RPG, and the other players are people as well.
Systematizing the interactions between players and GMs using a language
like English is quite challenging, as we found out with the text
adventures in interactive fiction. I still feel like there's some work
to be done there, but not sure what.

I'm finding myself also wanting to look more into low level programming
with C. I feel I've forgotten a lot of programming over the years. In
the Modern C it had a challenge to
write a merge sort or a quick sort in the early chapters. I stopped cold
and got angry. How dare this author expect me within a few pages of this
book to whip out a merge sort. Hell, I couldn't even do that on a good
day. Then I started thinking about why that was. I program for a living,
but most of my programming relies on libraries and other folks doing the
heavy lifting. Hmm. Wonder if I should take some of my time to learn
more. Perhaps a retreat of some form?

I've started culling some of the things that I'm working on and
decluttering them. I've thought about restarting my [Open
Metalcast(http://openmetalcast.com) podcast but the will really isn't
there. I'm finding my focus wanting to do other things. Also I've been
exploring other musical genres. It's not that I'm tired of metal, but my
musical tastes are branching out into more electronic music. Perhaps
it's because I'm looking for something simple that can help me focus
better on the task at hand.

I think I should blog more, but that's an evergreen topic. How many
blogs have a post that states "It's been a while since I last blogged."?
How many of them have said that over 6 years ago?

I read an article about Donald
Knuth

and how he can't stop telling stories. One thing that struck me in this
article was how he handles his todo list. "No, my scheduling principle
is to do the thing I hate most on my to-do list. By week's end, I'm very
happy." He continues: "A person's success in life is determined by
having a high minimum, not a high maximum. If you can do something
really well but there are other things at which you're failing, the
latter will hold you back. But if almost everything you do is up there,
then you've got a good life. And so I try to learn how to get through
things that others find unpleasant." That really struck me. I think I
need to internalize this more in my life; not only getting the most
important things done, but also the things that I keep seeing on my list
that I haven't done because I don't want to.

If you have, thank you for reading this far. :)

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#Adayinthelife #DeepThoughts #GameDesign #Productivity #Fate #Fudge #Computers #C
 

Space Invader Defence


I have a compelling idea for a Space Invaders/Tower Defense hybrid. Like Space Invaders, the aliens get faster the fewer are left. And also, you're restricted to only one bullet on screen at a time.

However, the aliens march along a particular path, and you have fixed defense guns - like a Tower Defense game. Each level, the path is different, and the gun positions are different. Each gun is labeled with a key. You simply press that key to fire that gun. But remember, you can't shoot again until that bullet hits something or leaves the screen!

The fact that you can only have one bullet at a time forces tactical decisions upon you. On the one hand, you need to take long range shots in order to whittle away at the alien numbers. On the other hand, you need to ensure these long range shots don't deny you the opportunity to take quick shots at aliens which pass right in front of a gun.

And this is complicated by the speed-up effect. When it gets down to the last few aliens, you need to plan how you're going to get the last one. It will be zooming very fast, and you'll likely only get one or two chances to shoot it.

So, you've got two big things going on in the game:

1) The speed-up effect ratchets up the excitement as the level progresses. Things start off pretty slow, as you get the hang of the level. But after the last alien marches onto the screen, things will start speeding up.

2) The configuration of the path and the layout of the fixed guns forces you to devise tactics around what is provided. This can be a more dynamic experience than the classic Space Invaders action of moving left/right and shooting up.

Oh ... additionally, each gun has a limited ammunition supply of colored cannonballs. Not only does this force you to use all guns, rather than just sticking to a couple well placed guns, but the colors introduce a bonus challenge. You get bonus points if you shoot an alien with the same color.

#GameDevelopment #GameDesign #IndieGame
 
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GRAMMAR POLICE


This needs to be an indie video game or something.

Like, one of the buddy cops is named CJ (short of Conjunction Junction). That way, her partner's catch phrase can be "What's your function, CJ?" (like "function" means something like "damage", depending on context).

CJ's catchphrases are sarcastic one word retorts like, "And?" or "Or?"

CJ's partner is "Lolly", and she's all about the adverbs (Lolly Lolly Lolly Get Your Adverbs Here).

Hmm ... I feel like going for something a bit more Judge Dredd, One of the cops needs to blow away a perp and then say, "SENTENCE SERVED"

Oh, the character designs are knock-offs of Linda Hamilton and Sigourney Weaver, obviously. Back in the day, it was common for games like Contra to knock off Sylvester Stallone and Arnold Schwarzenegger, so ...

The enemies are robots and aliens speaking bad grammar. When a robot or alien says something bad, they are marked with a squiggly red underline, indicating it's now okay to blow 'em away. There's no penalty for blowing away innocents, though ... I mean, you're the cops. But when you take out a legitimate perp, that's when you're rewarded with a victory catchphrase like "SENTENCE SERVED".

#GameDesign #GameDevelopment
 

T-Rex Breakout


I just read about a videogame called T-Rex Breakout and much to my disappointment it's just a T-Rex breaking out of a Jurassic Park pen. And NOT a Tyrannosaur themed Breakout/Arkanoid type game.

So. What should T-Rex Breakout be? Well, the ball is the T-Rex, and you're trying to knock out bricks to escape the pen. But you're like OCD about taking out each and every brick rather than just breaking out when there's a gap to the outside.

Hmm ... no paddle at the bottom of the screen. Instead, the threat comes from cacti the park rangers have planted around the screen to trap you. To avoid them, you press the space bar to swerve. When you swerve, your vertical velocity is inverted - so it's like hitting a paddle, but you can swerve any time (not just at the bottom of the screen). However, there is a recharge time so you can't just constantly swerve.

I think this sort of single button control format is more suitable for casual mobile gaming than a true Breakout/Arkanoid paddle. The sort of precision required on a small phone screen would be frustrating.

#GameDevelopment #GameDesign
 
There's actually several hashtags used for tabletop gaming:

#TTRPGs
#TabletopGames
#TabletopRPGs
#GameDesign
#RPGDesign

We don't really have a community equivalent of the #Checkin though... and the gamers are not as active as they were last year...
 

Think Like a Game Designer challenge: Day 6


Today didn't lend itself to more design, but that's completely on me.

Here's 11 more ideas (one more to make up for the lack of a good
update):
  • A game about the life of a 7-11 hot dog and life beyond those little
    rolling bars
  • A game about rediscovering things that you kind of liked but now
    really seem to enjoy (see: Fudge Roleplaying Game)
  • A game about explaining your passions to your grandparents who just
    don't quite get it
  • A game about writing down the first thing that occurs to you as it
    occurs to you
  • A game about the public domain
  • A game about rubber ducks falling in love before the bath water
    drains
  • A game about fighting an imaginary dragon
  • A game about preventing classical composers from getting syphilis.
  • A game that uses sand timers as a mechanic (TAMSK comes to mind but
    I think there has to be more to explore here)
  • A game about retrieving the money from the banana stand (there's
    always money in the banana stand)
  • A game about trying to live as a working musician in the 21st
    century called "13 cent royalty check from Spotify" (based on a true
    story).
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#Adayinthelife #GameDesign
 

Think Like a Game Designer challenge: Day 5


I need to really sit down and understand why I haven't made the time to
read any more of this book. I think I'm running into that fear and
uncertainty resistance that I've been reading about. Even as I'm typing
this I'm feeling my stomach clench in fear. Need to investigate those
feelings some more.

Anywho, here's the list for today:
  • A game about "altering the bargain" where folks take a current
    "bargain" and alter it until it is completely unpalatable. Yes, this
    is based off of the phrase in "The Empire Strikes Back": "I am
    altering the deal, pray I don't alter it any further".
  • A game about making peace with a part of you that was part of your
    identity but is no longer true.
  • A game about impostor syndrome
  • A game about being wrong on the Internet
  • A minimalistic game about minimalism (and no, it wouldn't just be an
    empty box)
  • A game about kindness to a broken robot
  • A sandbox game about epic quests (which is pretty much Return of the
    Heroes, but I really love that game)
  • A game about allowing yourself to fail and keep trying
  • A game about trying to reunite a band that has broken up that
    doesn't want to be reunited
  • A game about creating impossible drum patterns called "Stewart
    Copeland"
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#Adayinthelife #GameDesign
 

Think Like a Game Designer challenge: Day 4


I didn't do any more reading as of when I'm writing this (a lull before
people show up for our weekly meet-up), so I'm going to once again
assail you with 10 more ideas.
  • A game about meeting people for the first time
  • A game about trying to find a space in a crowded coffee shop
  • A game about making time for important things in your life (akin to
    the procrastination game from last posting)
  • A game about running a convention and all of the things that can go
    horribly wrong
  • A game about a battle of the bands style competition
  • A game about not mixed messages and communication (delayed
    communication)
  • A game about flipping a coin to tell a story
  • A game where everybody is a clone of Abraham Lincoln called
    "Emancipate This" (no, I don't know where this came from either)
  • A game about horrible puns
  • A game about identity and influence
Image/Photo

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#Adayinthelife #GameDesign
 

Think Like a Game Designer challenge: Day 3


Had some evening stuff so didn't get a chance to read any more but I've
committed to doing design and design I shall. Here's an "as it occurs to
me" list of game ideas.
  • A game about managing a junk yard and trying to turn some of that
    trash into treasure
  • A game using dice as pieces (I tried one of these before but it
    didn't work. That doesn't mean that I wouldn't like another go at
    it)
  • A game about programming and the joys of programming. ;)
  • A game about trying to keep a ship afloat while it's sinking (see
    the programming game above)
  • A game where the players are trying to keep balls on a table using
    ping pong paddles.
  • A game where are running a game store and trying to stay afloat.
  • A game about procrastination and trying to get the most important
    things done in a day without succumbing to procrastination.
  • A game called AEIOU where you are presented words without vowels and
    try to make as many words as possible with those letters.
  • A trivia game called nostalgia where you try to determine what year
    something was release, when it became popular (the first time) and
    when it went out of favor.
  • A game called "what if" which has various prompts that can be
    answered with how you might have done something differently (could
    be an interesting solo game, though I think this one already
    exists?)
Will do some more reading tomorrow.

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#Adayinthelife #GameDesign
 

Think Like a Game Designer challenge: Days 1 and 2


I'm working through the "Think Like a Game Designer" book by Justin Gary
and doing the exercises in it. The first chapter is an introduction to
what makes a great game designer. The second chapter begins what I would
consider some of the shining parts of this book. IT begins by talking
about the one thing that we all seem to find in abundance in any
creative endeavor: fear. It makes the supposition that the intersection
of Ego and Uncertainty is Fear. "We wrap up our personal identity in our
ideas. Most people think, If my idea isn’t good, neither am I. Given
that premise, it is no wonder most people protect their ideas from
criticism! It is far easier to keep ideas locked up inside where they
are safe than to expose them to testing and see what really works and
what doesn’t. By never trying, you never risk anything." It then talks
about disentangling our ideas from our ego. One of the practices that
the book encourages is writing down ten new game ideas. I've done this
for the past two days so I'd like to share them with you now.
  • A game about cleaning gutters (I just finished cleaning gutters that
    day)
  • A game where a magic 8ball acts as the GM and players ask it
    questions in order to proceed (I think this might already exist)
  • A game about cleaning dishes (apparently I was in a cleaning mood)
  • A game about the computer revolution and building a computer company
    (OK, so I slightly cheated as I started running out of ideas and
    wrote down one that I've been percolating).
  • A game about not saying a particular word (influenced by the
    bleeping of swear words on a Netflix program, though I think I've
    reimagined Taboo)
  • A game about fear where the fear appears larger than it actually is
    (perhaps a dragon)
  • A game about influencing swing areas of a map (influenced by a
    documentary of Cambridge Analytica)
  • A game about listing things as they occur to you (apparently I was
    getting rather meta here)
  • A game about trying to get the most programming from streaming
    services as they lose and acquire different programming
  • A game about taking external stimuli into a game (which was pretty
    much this list)
The first list was definitely me reacting to some external stimulus and
trying to get my mind to not censor itself. The second day I wrote the
following list:

A game about...
  • Keeping your phone charged in a crowded airport (could make this
    "hard mode" by trying to watch videos at the same time)
  • Growing old
  • Creating the perfect mixtape
  • Drinking too much coffee (projecting much?)
  • Shattered dreams (This could be a load of fun.)
  • Weresquirrels in search of nuts (I was playing word salad here)
  • Coming up with the worst parodies
  • Letting go of the past
  • The toes of Ozymandias (I have no idea what this means, unless it's
    a game about putting together the statue of Ozymandias)
  • Shapeshifters in Love (Because we're watching Deep Space 9)
The fun thing was the mixtape game seems to have sparked some ideas of
how that might work. But even so I think I could make a game out of each
of these ideas, even though they might not be fun games or interesting
games.)

The next section is about Uncertainty, which is something that is part
of the creative process. More on that tomorrow.

Image/Photo

http://feedproxy.google.com/~r/CraigMaloney/~3/5D7zO57k85g/
#Adayinthelife #GameDesign
 

Think Like a Game Designer for one week


I'm challenging myself to do more with game design this week, so I'm
going to work through the exercises in "Think Like a Game
Designer
". I'll blog about my
progress with this challenge.

Encouragement appreciated. Help keep me honest with this challenge.

Image/Photo

http://feedproxy.google.com/~r/CraigMaloney/~3/r0NwuTOWjF4/
#Adayinthelife #GameDesign
 
The great #markrosewater talks about good and bad reasons to design a game. He talks about #mtg of course, but the advice is solid for other games too, afaict.

#gamedesign #rpg #ttrpg #boardgames #magic #gplusRPG
Italy 

Wandering Beekeeper: Venleitche Dice Mechanics

The patrons got to see the first entity of the Darkness today. In turn, this older post has been made public, containing thoughts on the dice mechanic for the game. There's been some revision since this post.
#patreon #ttrpg #mechanics #GameDesign
https://www.patreon.com/posts/25833664
 
I just realized that my previous #introduction post wasn't marked Public. That makes it far less useful as an introduction. So I'm repeating it here publicly, so other people can maybe see it who haven't already connected with me:

I’m Nick, I’m #newhere following the G+ death announcement. Mostly I use social media to talk about #tabletop-rpgs #RPGs and #gamedesign. I spend most of my time thinking about games or making games. Mostly I make short RPGs and larps, in the #indierpgs or #storygames style, about idiosyncratic subject matters. This year, for example, I’ve been releasing a roleplaying game every month about a weird D&D monster.

You can see a lot of the things I’ve written in these places:
https://www.rpgnow.com/browse.php?x=0&y=0&author=Nick Wedig
http://nickwedig.libraryofhighmoon.com/

I also enjoy lots of other nerd stuff. Tell me about your weird nerd hobbies.
 
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