Devil’s Tuning Fork is an interesting exploration in design which seeks to weigh in on the classic question, “What is it like to be a bat?” (don’t worry, this will remain a game review and not an exercise in philosophical discourse) The game places you in control of a child who has fallen into a mysterious coma who must now explore a strange dreamscape in order to awaken. In order to escape what is eventually identified as a sort of dungeon you must rescue other children and traverse multiple platforming exercises/puzzles. And you must do this while experiencing what it is like to be a bat (sorry, I swear I’ll stop referencing Nagel’s paper.) The overall tone of the game tickles my love of horror and the surreal. But as it is with most things which I love, it isn’t perfect.
Category Archives: Game Design
Game Analysis: The Stanley Parable
Before I get into any discussion I must first say that the game is wonderful and you should play it. If you have already played it, don’t plan on playing it, or just don’t care about spoilers, then you should feel free to read on. Otherwise you should go and play The Stanley Parable and then come back. Go ahead and read Jim Sterling’s review as a way to motivate yourself.
If you’re still unmotivated to go and play before I go into my analysis, then consider this: How much choice do you really have when you play a game? Do your actions truly affect whatever narrative you are participating in? Does deviating from the defined path truly do anything? The Stanley Parable experiments with these questions in a fantastically intimate way.
Game Analysis: Broken Age: Act 1
Many apologies for my hiatus. But I’m still around and thinking about games! In a rare occurrence I also recently finished one! The game is Broken Age by the amazing Double Fine. I think Double Fine’s strength is their writing, so an adventure game like Monkey Island or their own work Grim Fandango seems like a perfect fit.
What Flavor Is Your Game?
I like vanilla ice cream. I have for a very long time. Before I knew my alphabet, much less how to read, I knew that hearing my older brother spell out “I-C-E-C-R-E-A-M” meant that I should start asking Mom for ice cream too. Better yet, as I got older and discovered the joys of living in Vermont (home of Ben & Jerry’s before it was bought out by Unilever), I learned that there were far more flavors of ice cream available, and that many of them were exceedingly tasty as well.
When I was little, I played make-believe all the time. A number of my friends simply couldn’t understand the appeal, and stopped playing with me, but at the tender age of seven my older siblings harnessed my ambitions and introduced me to 2nd Edition AD&D. My introduction might actually have been earlier, but that year was the first time I can remember staying up until midnight to play RPGs with them. Over the next few years, I was introduced to Vampire: The Masquerade (along with a bundle of other White Wolf games), D&D’s 3rd Edition, In Nomine, and GURPS. More other games followed. Just like with ice cream, I had discovered a whole new world of flavors to choose from. I was very nearly overwhelmed by my enthusiasm. These days, some people refer to me as an RPG snob. I much prefer the term ‘connoisseur’: through dedicated consumption, I have built an appreciation for the inherent flavors of different game systems.
But what the heck do I mean by “flavor”? And how do you figure out what a game’s flavor is?
The Brief Hiatus Continues
I’ve been lax in my duties to this blog. My apologies. I should have explained further with my post last week: I’m in Portland, Oregon, and on Monday I spent all day running my Call of Cthulhu game for a number of fellow Reedies. Today I’ll be co-teaching a stage combat class, and Saturday will see a second run of the same scenario from Monday.
I’m afraid that all means that I won’t have new material for you this week apart from this apology. On the plus side, I finally cast my eyes upon RimWorld, a fascinating base-building simulation with an AI-managed event-engine that I’m itching to get my hands on and tell you about (yes, I want to tell you about the event engine, follow that link and read about it). I’m also moving ever closer to having a complete version of my Call of Cthulhu scenario, though I’m not yet certain whether my most recent alterations are progress or regression. Either way, I’ll be back here to bother you about cool stories, games, and story games next week.
Dungeon-Starter: The Duke’s Men
Happy New Year!
Here’s an abbreviated dungeon-starter for Dungeon World, building somewhat on the material that I came up with for The Duke’s Men. Agenda, Goals, and Dungeon Moves are at the top as per usual. This is mostly focused on cultists and such, as the game itself was, but the basic storyline offered in my previous post could easily be altered to deal with any number of different kinds of threats.
The Duke’s Men: A DungeonWorld Adventure
A few days ago, I ran a game of DungeonWorld for two of my friends. It went so well, and ended up feeling so much like a classic Dungeons & Dragons adventure, that I thought I would share the basics of the game with you. It’s somewhere between an actual play and a scenario description. I’ll put up an honest-to-goodness Dungeon-starter soon, and with a little creativity you should have an easy time converting it into your own single- or double-episode game.
We didn’t look too closely at the backstories of our heroes, but please allow me to introduce you to the adventures of Kate the thief and Jonah the ranger (and Jonah’s wolfhound, Erasmus), the loyal representatives of Duke Blackforest. What follows should allow you to live out their adventures for yourself, or change things slightly and experience the adventure anew with other people.
The Attraction of Games: Why?
This article is honestly me cheating a bit as I would have preferred to write a true analysis or something more comprehensive than a question, but I’m busy! So this is what you get. But don’t fret, I think this question is actually extremely interesting, and very important.
Why do we play games? I ask this because I recently got into a debate and one participant countered criticism about a game’s setup with, “I hear people play games for the story.” Now this very well may be true since many games have fun stories, but so do books and movies, and you don’t have to fight your way to the next bit of stories in those. You don’t have to spend hours jumping from one plot point to the next. So why do we turn to games for story when we have books and movies?
To me I think the answer is “participation.” Games allow you to participate in the story. But it is with this answer that I then begin to question certain games which don’t let me actively participate in the story, but instead just force me to do task after task that holds no real meaning in the overall narrative. Along this vein, should we forgive games with great stories for their bad gameplay? I could go on, but I actually wrote a bit about this previously in my article about games and art, but I think we can go further into this question.
Since I need to get going I’ll leave the floor open for you to counter, explain, extrapolate, divulge, or what-have-you in the comments below.
Emotional Attachment in Games
This article comes a day late because… I’m not going to offer an excuse. You’re just going to have to live with the mystery.
I assume that most of us who have played games have at one point (at least) come across a non-playable character that we became attached to. But sometimes we don’t become attached to characters who the game makers want us to get attached to, and sometimes we get more attached than we are supposed to. While quality narrative can do wonders for making a character appealing, I have found that players often base their connections on the mechanics of the character instead (and this sometimes causes problems).
Game Analysis: Dragon Warrior Monsters
Pokemon X/Y comes out tomorrow. So today I am going to talk about my favorite monster collecting game. No, it’s not Pokemon. In fact, my favorite game in the “collect, raise, and battle” genre is a spinoff of the well-known series Dragon Warrior/Dragon Quest. The game is Dragon Warrior Monsters (DWM), and while I have not played it through as many times as I have the original Pokemon, I have loved it a great deal more, and spent more energy on it. It is rare for me to actually write stuff down in a notebook for a game, but for DWM I found myself recording my findings in a notebook for future use. This is due to its unique take on how you collect and battle your little monster minions, even if you raise them just like most other RPGs (yay grinding!)
The story for the first game (yes! There are more than one!) begins with your sister getting kidnapped by a strange monster. Immediately after another monster shows up and offers to help you get your sister back. He takes you to another world and introduces you to a king. Apparently there is a tournament soon, and the prize for winning is a wish. Before you can participate you must train up and qualify, and so begins your journey (which includes other stories as well). I am honestly terrible at plot-synopses because I don’t like to give anything at all away (I believe part of the joy of a story is going into it completely blind). So as per usual I am going to focus my reviews on mechanics.


