I don’t like to call anything impossible. Why? Because I don’t think it’s a meaningful word. People set up limits as to what they can and can’t do all the time with this word: that’s impossible! But most things aren’t impossible. Sure, some things are just a priori unattainable (you can’t be in two distant places at once, you can’t violate fundamental laws of physics, etc.), but many achievements we’ve labeled ‘impossible’ have later been made into playthings by scientists and innovators. Every time I get on a plane, I have to marvel at the fact that the combined weight of this giant metal tube — its cargo, passengers, and fuel included — is not quite a MILLION pounds. And it flies. If you ask me, that sounds like a load of impossible. I’m not saying flight is magic, I understand the physics behind it. But if you’ve never seen an airplane or any of the technology that goes into it, and I say ‘I can make a MILLION pounds fly’? You can bet that claim is met with skepticism. And maybe rightfully so. If it isn’t a part of your daily society, that’s impossible.
Category Archives: Game Design
RPG Character Progression
Reading the title you may be thinking that I am going to talk about how characters evolve in a narrative in roleplaying games, but if you remember last week’s article you may note the subtle queue in my use of RPG instead of “roleplaying game.” That’s right; today I am going to talk about different styles of stat/ability progression in RPGs along with minor discussion on the role of progression in narrative.
“Roleplaying” Games and the Misused RPG Label
I have written a few reviews for digital roleplaying games (RPGs), but in many cases I find the label is completely inappropriate. When I think of a “roleplaying” game, I think of a game in which I take control and can make important narrative choices. But most digital RPGs don’t let you make narrative choices at all. For that reason I would say that the label of RPG has come to be associated with a mechanic which is common to most RPGs, but isn’t the attribute that makes them RPGs. The mechanic in question is that of leveling up, and I hate it*.
Giving Players More: Strategies for Padding Your Game
Today we are going to play pretend. We will pretend to be in the process of developing a game with the goal of being worth a particular price tag. Since we are ambitious, we want to be just like the AAAs and charge a hefty $60 for our game. But we are also familiar with the hours-to-dollars assessment people use to judge if the game provided enough entertainment to be worth the pricetag. If we use the price of a new DVD as a measuring stick we can guess that our players will want their entertainment on a 10:1 ratio ($20 = 2 hours of entertainment), so for our $60 price we’ll need to provide six hours of game time. That can be a lofty task for a single player game, so today’s article will be delving into the wonderful world of design mechanics/strategies to extend game time (for better or for worse).
In Response to Romero’s Musings on Tidiness Theory
John Romero recently posted an article in which he discussed the strength of Tidiness Theory in game design, the human desire to build, and the potential ramifications these behaviors in games have for evolution. While I think his closing paragraph is rather misinformed (evolution just don’t work that way), the rest of his article paints a good outline of how Tidiness Theory rears its head across multiple genres. I find I both agree and disagree with Romero’s assessment that Tidiness Theory is why players continue to play certain games.
Types of Competition In-Game
Games are a broad category, something immediately apparent from any attempt to define them. When I was younger, I used to criticize sports like golf and running for ‘not being real sports’. My critique? You were competing against somebody only inasmuch as you were being compared to them. To use mild jargon, there is no way to interfere with your opponents. Now, of course, I know better, but it leads me to the thought of the number of different types of competition you can have in a game, and how that sets the tone.
League of Legends
I figured I should get around to reviewing this game at some point, because, well, it’s sort of where I made my writing debut. What is League of Legends and why do I think it’s so great as to spend a ton of time on it? It’s an entirely different type of game than everything I’m used to commenting on, so this post will have a much different tone. League of Legends (or LoL) is what we call a MOBA, or Multiplayer Online Battle Arena. Essentially, it pits teams of 5 players, represented by their champions (heroes in the League of Legends universe) in a battle against each other. I think League of Legends (or LoL) is one of the best run and designed games I’ve ever played because the company that produces it (Riot) pays so much attention to its upkeep, and today, I want to talk about a few areas where League of Legends is revolutionizing gaming and eSports.
Temple in the Sands: A Musical Teaser
I’ve been working on a module for Call of Cthulhu for several years now, and I’ve finally found a model I like for organizing my written content. It’s not fancy, and I’ll have to alter a few things eventually when I get around to posting maps and pictures alongside the text, but it will mean that other people can play the game that I’ve made without me running it for them. But the module isn’t done yet, and is already far longer than most of our posts. So with that in mind…
Game Analysis: Diablo 3
Since I took a look at a spiritual successor to Diablo 2 I figured I might as well take a look at the actual successor. Unlike Path of Exile however, I really can’t think of too much that draws me to Diablo 3. This makes me especially sad since I waited in great anticipation for its release, playing Diablo 2 over and over again in the meantime. I paid full price for it. I paid for a copy for a friend to play with me! That is how much I wanted to continue my Diablo 2 fun in Diablo 3, but I ended up losing interest and dropping the game extremely quickly. You can maybe discount my analysis because I haven’t gotten much actual game time in, but I would argue that it isn’t my job to persist at playing a game until it is fun, it is instead the game’s job to keep me interested in playing.
Fleshing out the Details
So now that we have a setting, let’s add in some details! One thing that can derail a campaign most are details. Why? Well, because details are at once meaningful and arbitrary. That is, details have to be consistent with your universe, and they shouldn’t establish any themes which your universe/story isn’t tackling, but they also aren’t always important. I once had to name a tavern at random. So I decided on a color and an animal/cooking object. After all, Black Bull, and the White Swan, or the Red Ladle, are all perfectly good tavern names. And this is how I ended up with the Red Bull Tavern, something Henry was so nice as to tease me about it here, and I’ll probably never hear the end of how I named the Mayor ‘Hamer’, which was intended to be pronounced “ha-Mare”, but ended up being called “Mayor ha-Mayor”. So it is important to make sure to make sure that your random details are unobstructive. But how do you craft important details that are meaningful?
