Its funny how things tend to come along in bunches. I was talking to Dave (who is doing his PhD on some complicated marketing thingamebob that has stuff to do with online games) about termination costs on Saturday night. We have the best, more interesting conversations, you see. We were talking about the methods that companies use to increase the termination costs of their products, especially online products to hold onto customers.
This week, Facebook changed its interface again. It moved a few bits around and altered the way that some things worked and there is an extra click here or there. Those people addicted to the various online games that are played on Facebook will have known this was coming because they have been altering how the games interact with the site over the last couple of months, probably due to load issues.
And, like every other time that this has happened, there has been an uproar of people bemoaning the changes that have been made. They are accusing Facebook of changes for changes sake, terrible design choices, ignoring the needs of the user and above all else returning them to the deluge of 'Bobby has just planted some Elephant Corn in FarmTownVille' messages. (Although why, for the life of me, the people that play the games simply don't ignore the offers to post these messages, I do not know.)
And I pondered this for a while, reading the vitriol that the users were pouring onto the newsfeeds and I thought 'Why not just stop using it then?'
And then I remembered - termination costs.
I think a lot can be said about us that we can hate a product (well, for this week anyway, until we all get used to the changes and they become the norm, until the next change comes along) so much that we set up a group to attack that self-same product and yet we simply cannot bring ourselves to cease the usage of that product.
Them's damned high termination costs.
Wednesday, February 10, 2010
Tuesday, February 02, 2010
My Fiery Cockles
As has been noted here before, I am not a great fan of running games at conventions. To be more accurate, I'm not a fan of the prospect of running games at conventions - the execution of the game is always more gratifying than the build-up. With this in mind I tried to approach Conception with a degree of nonchalance. I hadn't prepared any games and I was going to try to avoid running anything. Oh, I know - bad designer, no biscuit - but sometimes you just want to kick back and not have to worry. I did take my patented generic convention kit of bits and bobs so I could throw something together if needed though and as it happened I did end up running a great game of BtQ as a sequel to my previous Sharpe/Hornblower game from Furnace.
Anyway, this post isn't about me, its about the amazing array of wonderful people who were also running Duty & Honour/Beat to Quarters games. Throughout the convention there was a steady stream of mainstream D&H being ran as well as a number of alternate versions including a WWII Prison Camp escape scenario and a Goblin Tribes scenario. Yes, goblins!
I'd never quite experienced anyone else running one of my games at a convention - it made me nervous - but in the end there were so many that it just became a relentless wave of gaming. What made it more apparent is that the nature of the games and the tension of the card flopping can cause these games to get a little ... noisy. There was much cheering coming from the D&H tables.
I'm still trying to put a finger on the feeling but it really vindicated my publishing aims to see my game being openly enjoyed by so many people. My heartfelt thanks go out to everyone who took part in any of the games and especially the guys who stepped up to run the games. IndiePete suggested it would warm my cockles? I think you guys made them hotter than that!
Anyway, this post isn't about me, its about the amazing array of wonderful people who were also running Duty & Honour/Beat to Quarters games. Throughout the convention there was a steady stream of mainstream D&H being ran as well as a number of alternate versions including a WWII Prison Camp escape scenario and a Goblin Tribes scenario. Yes, goblins!
I'd never quite experienced anyone else running one of my games at a convention - it made me nervous - but in the end there were so many that it just became a relentless wave of gaming. What made it more apparent is that the nature of the games and the tension of the card flopping can cause these games to get a little ... noisy. There was much cheering coming from the D&H tables.
I'm still trying to put a finger on the feeling but it really vindicated my publishing aims to see my game being openly enjoyed by so many people. My heartfelt thanks go out to everyone who took part in any of the games and especially the guys who stepped up to run the games. IndiePete suggested it would warm my cockles? I think you guys made them hotter than that!
Lady Blackbird
In the first of a few post-Conception posts, I'd like to address Lady Blackbird.
I'd heard about this game tangetially over the last couple of months but I dismissed it as a 'joke' game akin to Sea Dracula, but when I actually saw it in play and read it online it is far far more.
In a 15-page pdf, the game delivers characters, system and specific kicker situation for 1-6 sessions of play. It even manages to squeeze in an advancement system as well. The setting is a steampunky-magic-science-opera thing which is beautifully realised within the document. There's art - colour art - that adds to the package. Its really quite inspiring. However, what makes this sing to me more than anything else is that it is Part One.
Part One!
There will be more stuff and there should be. There are little nuggets of implied backstory within the text - Noble house names, for example - that may be addressed, and promises of further expansion options for the characters. There will be other adventures and I imagine if they are anything like this, they too will advance this newly formed world.
Something like this really excites me as it is a model that is totally new to me and yet isn't. Its a format that has worked for many years in comic and TV format and the drip, drip, drip of information is reminicent of both CCGs and MMOs. From a setting point of view, it allows for a slow burn of creativity and gives the players of the game room to work around the setting thats there and appreciate it fully.
I've been searching for the solution to modular game publishing for a while now. I love the idea of simply publishing a small amount of something over time rather than in massive chunks. This seems to scratch that itch exceedingly well and whats even more impressive for a product of this quality is that the author, John Harper, has not tried to monetise the entire affair. The game is available for free download.
I still haven't played or ran Lady Blackbird but from a conceptual point of view, it excites me no end. Have a look at it and see what you think?
I'd heard about this game tangetially over the last couple of months but I dismissed it as a 'joke' game akin to Sea Dracula, but when I actually saw it in play and read it online it is far far more.
In a 15-page pdf, the game delivers characters, system and specific kicker situation for 1-6 sessions of play. It even manages to squeeze in an advancement system as well. The setting is a steampunky-magic-science-opera thing which is beautifully realised within the document. There's art - colour art - that adds to the package. Its really quite inspiring. However, what makes this sing to me more than anything else is that it is Part One.
Part One!
There will be more stuff and there should be. There are little nuggets of implied backstory within the text - Noble house names, for example - that may be addressed, and promises of further expansion options for the characters. There will be other adventures and I imagine if they are anything like this, they too will advance this newly formed world.
Something like this really excites me as it is a model that is totally new to me and yet isn't. Its a format that has worked for many years in comic and TV format and the drip, drip, drip of information is reminicent of both CCGs and MMOs. From a setting point of view, it allows for a slow burn of creativity and gives the players of the game room to work around the setting thats there and appreciate it fully.
I've been searching for the solution to modular game publishing for a while now. I love the idea of simply publishing a small amount of something over time rather than in massive chunks. This seems to scratch that itch exceedingly well and whats even more impressive for a product of this quality is that the author, John Harper, has not tried to monetise the entire affair. The game is available for free download.
I still haven't played or ran Lady Blackbird but from a conceptual point of view, it excites me no end. Have a look at it and see what you think?
Monday, January 25, 2010
Rickets, Paedos and Home Invasions
So, apparently, there has been an upsurge in the incidence of rickets amongst children in the UK and that has been blamed on ... computer games. What a shocker! Apparently, instead of children staying indoors and playing dark and satanic console games, they should be frolicing in the fields, running around in the brilliant sunlight and playing football, cricket and other wholesome activities.
What a wonderful concept eh?
Of course, on virtually every point its utter tosh. Firstly, have these doctors ever looked out of the window? Its not without some truth amidst the sarcasm that we ask each other what the strange glowing sphere in the sky is - I'm bloody sick of being in a dull, grey country with shitty weather. That these scientists are from Newcastle makes this even funnier. Of course, I am being a little hyperbolic, but we don't exactly have a surfeit of sunshine at the moment.
And of course, we still have all of these playing fields and wonderful facilities for our children to use. Or not as the case may be. I met with some of my old school friends recently and we agreed that almost every place we played when we were kids has now been built over with houses or offices. The back lanes that we played football in are now double-parked with very expensive company cars, nose to tail. My children have a garden, but the next accessible piece of playspace is about two miles away.
So take them? Yeah, thats possible I suppose. Of course, in the time when you have to take the kids to their daily frolic in the 'sun' you also have to hold down your job, move around their after-school club activities, do their homework, do one of YOUR five 30-minute exercise routines a day, cooka nourishing family meal packed with the requisite 5-a-day and .... at this point, the clock explodes. Of course, I also snigger at the idea that every parent in the North Shields. Royal Quays and Meadowell area turned up at the park at the same time. It would be carnage.
Well, what about letting the kids 'play out'? Thats a prescribed activity nowadays, as regular readers know. I laughed until I hurt at Charlie Brooker's latest Newswipe re: the 'terror' media and the various hysterical episodes they have visited upon the masses. The fear of paedophiles is still everywhere and the concept of your child disappearing is so chilling, so present and so likely (?) that you simply don't take the risk. Even beyond the Clear and Present Danger of Kiddy Fiddling Inc. there is still the danger of playing with balls (aka weapons of property destruction) and laughing and shouting (anti-social behaviour 101)
Indeed, any grouping of young people is now considered a terrible danger. I was sat in my living room on Saturday when a group of teenage boys passed the house. They were 'hoodies' and having a laugh and lark about with each other. My wife was on red alert, like a meercat ready to protect her young. I asked her what was the matter and she pointed to the youths. I asked, curiously, whether they looked like they were going to turn, form an organised phalanx and storm our house? Indeed, have any group of youngsters in modern history simply decided to randomly attack a brick building like so many modern visigoths? No. So what was the problem? Was the prospect of home invasion imminent? Should we have raised the hearthside terror level to 'severe'?
Madness.
You want kids to play out and become healthy? How about building some more play areas? How about stopping drawing upon their time with 101 other things? How about becoming more tolerant of the things that kids do when they play - balls, noise, walking and how about setting up a massive solar mirror to bring some more sunshine to our blighted isle?
And why do I think the latter is more likely than any of the former?
What a wonderful concept eh?
Of course, on virtually every point its utter tosh. Firstly, have these doctors ever looked out of the window? Its not without some truth amidst the sarcasm that we ask each other what the strange glowing sphere in the sky is - I'm bloody sick of being in a dull, grey country with shitty weather. That these scientists are from Newcastle makes this even funnier. Of course, I am being a little hyperbolic, but we don't exactly have a surfeit of sunshine at the moment.
And of course, we still have all of these playing fields and wonderful facilities for our children to use. Or not as the case may be. I met with some of my old school friends recently and we agreed that almost every place we played when we were kids has now been built over with houses or offices. The back lanes that we played football in are now double-parked with very expensive company cars, nose to tail. My children have a garden, but the next accessible piece of playspace is about two miles away.
So take them? Yeah, thats possible I suppose. Of course, in the time when you have to take the kids to their daily frolic in the 'sun' you also have to hold down your job, move around their after-school club activities, do their homework, do one of YOUR five 30-minute exercise routines a day, cooka nourishing family meal packed with the requisite 5-a-day and .... at this point, the clock explodes. Of course, I also snigger at the idea that every parent in the North Shields. Royal Quays and Meadowell area turned up at the park at the same time. It would be carnage.
Well, what about letting the kids 'play out'? Thats a prescribed activity nowadays, as regular readers know. I laughed until I hurt at Charlie Brooker's latest Newswipe re: the 'terror' media and the various hysterical episodes they have visited upon the masses. The fear of paedophiles is still everywhere and the concept of your child disappearing is so chilling, so present and so likely (?) that you simply don't take the risk. Even beyond the Clear and Present Danger of Kiddy Fiddling Inc. there is still the danger of playing with balls (aka weapons of property destruction) and laughing and shouting (anti-social behaviour 101)
Indeed, any grouping of young people is now considered a terrible danger. I was sat in my living room on Saturday when a group of teenage boys passed the house. They were 'hoodies' and having a laugh and lark about with each other. My wife was on red alert, like a meercat ready to protect her young. I asked her what was the matter and she pointed to the youths. I asked, curiously, whether they looked like they were going to turn, form an organised phalanx and storm our house? Indeed, have any group of youngsters in modern history simply decided to randomly attack a brick building like so many modern visigoths? No. So what was the problem? Was the prospect of home invasion imminent? Should we have raised the hearthside terror level to 'severe'?
Madness.
You want kids to play out and become healthy? How about building some more play areas? How about stopping drawing upon their time with 101 other things? How about becoming more tolerant of the things that kids do when they play - balls, noise, walking and how about setting up a massive solar mirror to bring some more sunshine to our blighted isle?
And why do I think the latter is more likely than any of the former?
Friday, January 15, 2010
Console Gaming - Five Years Late
I have never had a games console. OK, I tell a lie, for a few months when I lived in Rugby I had a SNES. It was a total impulse buy because I was bored shitless living on my own and I only ever had one game for it - Super Mario Somethingorother.
Since then I have never touched another console. PC gamer all the way. That was until yesterday when I inherited a PS2 from a friend who was moving house. The game came with Guitar Hero (I & II) and some old-school racing games. I am about as musical as a brick but Guitar Hero has proved to be doable. However it has been an absolute smash hit with the girls, who have regular battles now whenever our backs are turned.
And the one thing that has always caused me to back away from the console has not transpired - it has not caused TV-schedule nightmares. Instead of the house being filled with iCarly or MTV hits or some other rubbish, its now filled with ROCK! Indeed the acceptance of the console has spawned Mrs G. to suggest we bought some more pre-owned games - and boy, PS2 games are damned cheap.
So we snaffled up Star Wars Lego, Madden 2007 and Super Mario Somethingorother for a tenner. Of course, in order to play them I am going to have to unplug the girls from their new rock addiction.
So readers, what PS2 games are the MUST HAVE games I have missed over the last decade?
In Search of the Greatest Chili Sauce
Its time again to brew a batch of chili sauce and this time I think I'm nearly there. I love sweet chili sauce but I also love hot sauce and I rarely find one which manages to do both. With this in mind I undertook a mission a couple of months ago to make my own.
The trick, it seems, is in the mix of chilis. A lot of sauces I have read use capsicum peppers and tomatoes for body but I find that they meddle with the sauce too much. I prefer to use meaty medium heat chilis and lots of them, like a kilo of them. I add to that minced Birds Eye chilis and some Scots Bonnet too. That delivers the heat. Minced ginger, a little lime rind, coriander seed and some pepper corns for flavour and some whole cinnamon for aroma. White vinegar and jam sugar make up the rest of the mix. Heat it, reduce it, let it cool and bottle it. It really works.
If this batch works out OK, I reckon I have got it sorted. Next trick - the perfect 'brown' sauce.
Saturday, January 09, 2010
The Flight of the Excalibur - Dr Who Adventures
So the first session of Doctor Who: Adventures in Time and Space has been executed and it was a success. The girls were thrilled and the story as I planned it rolled out in pretty much the way I imagined.
The Doctor and Donna were dragged onto Camelot Base, the staging platform on the moon for humanities first attempts at FTL travel in 2099. This is the first step for the Great Human Race as they spread out into the galaxy and fulfilled their destiny. A little psychic-paper fueled subterfuge gets our heroes to the main control centre where they meet the science team and generally find out about stuff and then things start going wrong. The medical doctor forgets all of her knowledge. The technician forgets what he is saying on the tannoy announcements. The sympathetic chubby engineer forgets the code to get out of the sealed radiation chamber and has an hour to live and then everyone forgets who each other is and why they are there. Chaos, one hour before mankind's great leap.
As it transpires the memories are being stolen by black shadowy creatures called Harvesters. They try to suck the memories from Donna but her 'Indomitable' trait saves the day. She flees from the monsters just as the Doctor realises what they are. They are the foot soldiers of The Hunger, one of the Pantheon of Discord (see The Trickster from Sarah Jane Adventures) who the Doctor trapped in limbo. If they can feed on the memories of a Time Lord he will gain the knowledge of how to escape his prison and feed on time.
So, how do they escape? The Doctor uses the station's computer to channel all of the massive bank of information about this most famous crew from the media streams from Earth to rebuild their memories. Meanwhile, Donna (!) stands off against the Harvesters and reminds them that they couldn't drain her, she has their number and this is the wrong place, wrong time! And then Emma rolled like a god powered by a fair whack of Story Points. The Harvesters disappeared on a 'Yes, But...' result.
The Doctor and Donna then watch as the renewed but rather confused scientists execute the launch of the Excalibur and humanity makes its first steps to interstellar flight. As they disappeared in the TARDIS, the 'but' occured as space began to fracture slightly and The Hunger whispered a dread warning to his nemesis.
The girls were thrilled. They managed to do a lot of Doctor Who-isms through the entire two hours of the game and they reveled in the situation. The mismatch between the characters was palpable in the game, but in the end it didn't mean much to the experience. The real downside in my view was the strange emphasis placed upon the character playing the Doctor.
We all know HOW the Doctor should be played and its not actually easy. In the show, the Doctor actually powers a lot of the exposition, so you need to have either a player who is very happy to power the setting with a lot of dramatic editing or a GM who can prepare a lot of cheat sheets - but that doesn't seem right. Similarly, if the players cannot come up with something suitably 'Who' as a way to get out of the problem that they are facing, it falls a little flat. I'm not a big one for the 'Spend a story point for the clue' method. It smells of authorised railroading to me.
The system delivered a great game, but I'm not quite convinced that having The Doctor there is necessarily a great thing. That said, the orders are already in for the next episode so I had better get my thinking cap on.
Thursday, January 07, 2010
The Time Lord Conundrum
I have in my possession the wonderfully produced Dr Who Roleplaying Game. It is not, in any way, shape or form, a wonderfully innovative game. It smells more than a little of the Buffy the Vampire Slayer RPG (and as those in the know, know, thats a damned good thing in my book!) but it does offer a doorway into one of the great compelling fictional universes.
I'm running a game for the girls on Saturday and I think its pretty much a given that sooner or later the game will make a run out with the gaming group in one way or another. This has had me thinking about how to structure a realistic Dr Who experience at the gaming table. Its not quite as easy as it looks at first glance.
1. No Combat
That doesn't sound so bad when you say it, but when you think about it hard, it actually removes a large number of pretty staple encounters used in games. It does, however, open up what you can do with the bad guys. Balance? Why do you need balance? The monsters can be as dangerous as you want - its not like they are going to discombobulate the PCs? They're going to do it to the NPCs but the PCs will run or talk or whatever.
2. The Best Baddies are Never Obvious
Whatever the bizarre situation the game presents the players, it is rarely what it seems. The spooky possessed kids are not actually spooky or possessed, the ghosts roaming the streets are not actually ghosts, the smelly politicians ruining the country are not .. you get the idea. Thats a genre staple that you can do a lot with, but it relies upon the players buying into the conceit. Of course, you can always call their bluff!
3. The Multiverse is your Playground
Once you put the words TARDIS down on the paper, you open up the doors to anything, anywhere. You want a historical game? Have one. You want a futuristic game? Have one. Modern game? Have one. Alien planet? Space ship? Cavemen? Yes, they're all yours. You can literally have your game anywhere. Again, that sounds wonderful but how many times do we rely upon the surrounding setting to enrich a campaign? What would happen when that setting is so fluid? Where does the stability go? Well I reckon it makes you put a re-emphasis on the characters rather than the ephemera, which isn't necessarily a bad thing!
4. Truly Iconic Assets
There will be a pressure to building up throughout any campaign for that time when the referee utters that immortal Dr Who word - 'EXTERMINATE!' - but what happens when you do? Thats a pretty heavy legacy you are playing with there and your players are going to expect something massive and potent. Thats quite scary but also potentially explosive. I'm struggling to think of a genre that has a bad guy that is so accessible and yet so iconic in quite the same way. The Klingons? Nah. Sith Lords? Not really. Cyclons are too ubiquitous. Daleks are special sauce.
5. The Technobabble Game - worse than the Investigative Game?
I've probably ranted somewhere about my dislike for the faux inevitability of many investigative games but a different flavour of the same problem may be the technobabble game. Dr Who is thoroughly drenched in boffin-heroes using their brains rather than their brawn to jury-rig a dual-phlange-left-hand-gizmo-bracket to solve whatever problem they are facing. Put the ability to do that in the hands of a relatively creative player and you have the potential for some rather fruity chaos. So what will you have to do? Have wrinkles in reserve, complications and other such madness.
So you have a game where violence is never the answer, you usually obfuscate your bad guy behind at least a couple of layers of intrigue, you have a totally fluid campaign backdrop, you have to be prepare for technobabble solutions and you have some of the most iconic bad guys in fiction waiting in the wings.
Yeah, thats pretty daunting and a different way of thinking about things - but thats also pretty damned cool.
Friday, January 01, 2010
Gaming Resolutions 2010
Well, this is going to be a lot harder than I thought because a lot of my longer term goals have already been completed. I've published my games, I've squirreled away the money to go to GenCon this year. I'm in a pretty decent place when it comes to gaming - certainly better than anywhere I have been in previous years. So, lets see what we can come up with?
1. Maintain the momentum of Omnihedron Games
I have noticed, of late, that my attentions have began to stray elsewhere. I have plans (I always have plans) but I have been sticking them on the backburner. I think the problem has been twofold. I have 'done' my job on D&H and BtQ and in some ways I don't see a need to revisit them. However, there are things that I still have to say on the topic. I haven't published an almanac in ages and I have a definite yearning to bring the games into the Victorian era, especially the Anglo-Zulu War period, if only in a short supplement.
2. Balance the time pressures of work and gaming
Of course, one of the great motivators behind getting my games out was that I did it as a way of staying active during a period of unemployment and loose employment. Now that I have a full-time job again and a one with weird hours and practices, I have to try out some pretty aggressive time management. I have an insane amount of marking to do at virtual every turn and that needs managing. I have a course that I am studying which I need to make time for too. I think what I might try is a method that my friend Ian has used - take the timespace for our D&D game and set it aside as a gaming time, regardless of whether we are playing or not. So every other week, I do some writing and games stuff. We shall see whether that plan survives impact with Mrs Gow!
3. Exploit Google Wave
I am running one game on Google Wave at the moment and hopefully it will reignite after the Christmas lull. As an experiment and a proof of concept that you can game on that platform, it has been a success for me. Now, almost solving #2 in #3 I'm going to try to move some of my creative juices onto Wave. I want to get one more Wave game going, probably Dr Who and see if I can sustain it through the year.
4. Be More Selfish at Conventions
Funny one this. Consider the conventions I went to this year.
Conception: Slots 12, Played 0, Ran 0 (I was very ill through most of the convention)
Conpulsion: Slots 5, Played 0, Ran 2
Games Expo: Slots 6, Played 0, Ran 1
Furnace: Slots 5, Played 2, Ran 3
Dragonmeet: Slots 2, Played 0, Ran 0
Now I could balance this with 'Amount of Money Earned on the Collective Endeavour Stall': Metric Fuckton.
However, I think I need to gain some balance between running, playing and stalling. I recognise that it is important to run games if you want to sell games but I find running con games exceedingly stressful until I actually sit down to run them. The idea is worse than the actual execution, if you get what I mean. So my resolution is to spend a little less time on the stall and a little more time at the gaming table, on the players side. Balance in all things.
5. Avoid Toxicity
As an extension of 'The Hypocritical Oath' post below, I am going to have to re-evaluate my interactions with the wider online gaming community. One of the things that I have found very difficult to work with over the last couple of years is that by publishing a game you have made a statement which in some cases is seen as an unbending and unchanging fact. I get called on perceived inconsistencies between what I say and what I have published, in some of the most bizarre situations. I don't mind it, but it is a constant drip-drip reminder that I am seen not just as a community member anymore, but now as a publisher and a designer and a seller and a number of other things and all the complications that this brings. However, this tendency to combine me with my game leads to some people with ... poor feedback skills ... breeching my tolerances. Already I have bowed out of participation in many forums because of this and I hope I can continue with others, but I simply cannot be arsed with some of the shite that flows around the internet anymore. Ignoring it is one thing. Not getting involved is another. Regardless, I'm not going to let that toxicity poison my life anymore.
So there we go. I may revise that last one, as it was a real struggle to come up with something.
Wednesday, December 30, 2009
The Hypocritical Oath
My wife and I were musing last night that it hardly seems like yesterday since the grand Millennium celebrations were rocking the world, and yet its ten whole years. My youngest daughter is ten years old and she marks the passage of time in the 21st century. This got me thinking about the world as it exists at the moment and how I feel about it and I realised that for the first time in my life I am reluctant to be a participant in many things and have started to withdraw. Thats not a natural state for me, but I reflected that its because of the emergence of five sorts of people and the almost constant haze of shite that they generate. Who are these people?
Haters - Live and Let Live is a wonderful way to exist, but it seems to have disappeared into the aether nowadays. Its much easier to hate something now and to be exceptionally vocal about it. Not things that matter, like racism or homophobia, but totally inconsequential things like a series of books, a comics storyline, a record, a sport, a TV personality, a foodstuff, a TV show, a word, a website, a hobby, a game etc. I'll raise my hand and say that I have, in my time, been one of these people, specifically towards Brian Micheal Bendis and his effect on the Avengers comic book line. Seething, vitriolic hatred permeates our society now like a virus.
Hyper-critics - different from the haters, are the hypercritics. I have noticed an increased level of nit-picking and general moaning about the quality of entertainment over the last few years. Moreover, a number of these decisions on the quality of films, books, comics etc. are made sight-unseen. They are based off a rumour, a trailer or just the idea of the piece. Moreover, the more people who are likely to like something, the more the hyper-critics are looking to find a way to shoot it up. Blow it out of the sky. Take it down a peg or two. Of course, if you disagree with them, you are beset by other hyper-critics and more than a few haters to the point where its becoming increasingly difficult to actually like something publicly without courting disaster.
Political Fantasists - We live in a world of political fantasy. In this world, politicians are good, selfless people who have cast aside any ideas of self-promotion or advancement and instead taken to a life in under the public microscope, doing their very best for the people and not asking for a jot in return. Upon completing this service, they will disappear into the aether and never be heard of again. Every decision made by these puritan politicians will naturally suit everyone and no-one will be disadvantaged or disconcerted by anything. Only in this world will the political system be pure and unsullied and *shudder* democratic. Of course, this is the fantasy and about as far away from the reality as it can get. I'm not suggesting that some of these are no aspirations that can be aimed at, but some people need to understand that we live in a representative democracy, not a participatory democracy and that politics is a cyclical business. Even I, as a left-wing leaning life-long Labour supporter can see that it is healthy for a change of government however it isn't a tribal thing. Its not a case of winning or losing. Its part of the natural state of things.
Conspiracy Theorists - Nothing ever just 'is' - there always has to be something behind it that we cannot see. Were 'we' means 'you' because the person informing you of the theory has perfect 20/20 vision on the matter and almost supernatural perceptions and insight beyond those of normal man. Wars, terrorism, climate change, politics, elections - its all been a massive conspiracy theory from Day One it would seem. Lets just consider that the conspiracy theorists are right and say, the US government did cause 9/11? What you gonna do about it? If they are willing and capable to do that, what makes you think you make one piece of a difference? In a world where nothing is as it seems, no-one is willing to be the King wearing the Invisible Clothese in case they make a fool of themselves. No-one will be tricked and therefore when it matters, no-one cares.
'My World' Selfishness - more than anything else, the rise of 'My World' selfishness has caused me to develop an almost violent twitch of anguish. For example, a games company posted that it had released a new service and the very first post that someone replied with said 'sorry, but its too late for my game, we just finished playing.' So what? Should they have pre-empted your needs and produced it earlier? What? Honestly, what was the point of that utterance? The entire doctrine of 'First!' and 'TL;DR' on forums is all about me-me-me! The preponderance of arguments based on 'it doesn't apply to me, therefore it must be false' is ridiculous. Any sense of being part of a larger diverse community seems to have been lost in a mantra of 'don't waste my time with stuff that doesn't concern me!'
Almost all of this has been facilitated by the increased ease of access to information, volume of content and near-anonymous personality brought to us through internet communication. I think when our children look back on this time, the internet will be seen as an innovation and indeed, a revolution on the same scale as the industrial revolution of the 19th century - and indeed like that revolution it has got some unintended pollution attached to it.
So, before anyone reading this says 'hang on Neil? Aren't you legendary for your ranting and raving about things? Haven't you bored us to tears with your diatribes about the undue influence of the media on the world and its thinking? Don't you tick just about every box on this list?' I will 'fess up and say 'Yes'. And thats the point of this post.
Its time for it to stop or I am just going to become an angry old man. So, this year, I am going to make a concerted effort to excuse myself from that seething, teeth-grinding anger. I'm not going to be a hater or a critic. I'm going to realise that rarely can debates be won or lost - nowadays its more like a case of First World War trench warfare. I'm going to enjoy the world on my own terms and well, sod everyone else. Too much energy lost and too many distractions caused by the people that wind me up. In my 39th year, its time to just chill out a little.
Sunday, December 27, 2009
[Box] Prototyps and Felt Pens
So I decided to have a fiddle about making up a prototype of the character card for [Box]. I'm all about the paper-art so it was an easy little challenge for me. Since doing it I've worked out a way to do it better as well, as accuracy and pritt-stik don't sit as natural buddies.
So, what do we have? Five boxes, large enough to put a stack of 12mm d6s on them, of some appropriate colours. A large white box for as-yet-undefined stuff. And a box for an image, in this example we have McGann as Dr Who. The image is changeable as we will see later.
I want to mention the terrible state of felt-tipped pens at this point. The ones that coloured this card are new and frankly, the brown couldn't do half the card. Pathetic. Really shoddy quality. If I were one of my kids I would be complaining!
Anyway, thats what I used to colour in card.
The second card is the same chamber card with a picture of the blue lass from Avatar. The image slides in and out of the hole from the top.
I'm quite pleased with this as a very first prototype. I'm going to look at some alternative designs tomorrow, including one that is a bit bigger but easier to create.
Saturday, December 26, 2009
[Box] Whats the difference between a Warrior and a Paladin?
A white and black dice, if I have my way.
OK, so in my previous post I suggested I would use a dice-as-stats system for [Box]. Here is what I have as a very basic concept.
Six different coloured dice. Each colour represents a different aspect of a character type. So, for example, lets plough the fantasy field for a while?
Red = Prowess; strength, stamina and martial might
Blue = Guile; nimbleness, dexterity and intelligence
Green = Nature; weather, animals and the land
Gold = Essence; magic, arcana and summoning
White = The Light; life, piety and healing
Black = Darkness; death, necromancy and terror
So, we are looking to create a Warrior? And we have say, six dice to select. We select Red, Red, Red, Black, Black, Blue - a combination of Prowess, Darkness and Guile. Want to create a Tribal Shaman? Gold, Gold, Green, Green, Green, White? A Paladin? Red, Red, White White, White, Gold.
What else could you do with this? Hmmm.... how about adding a race dice? So if you want a smattering of non-humans in your game, you could add a few race dice to the pool. Or a Noble dice, which if chosen, makes your character a knight or samurai or space lord?
So you have a pile of multi-coloured dice which the players choose from to create their character. These dice can be limited to allow a degree of game world shaping and resource limitation. The categories can be altered for each setting. What each one represents can vary, I believe.
And these dice can be brought together to form dice pools. But what for? Well, thats next but not for a while.
[Box] Inspiration from Strange Places
So I've been putting my mind to the sort of things I can do with the format for my boxed game and what the benefits and limitations of the format are and moreover, how to use those limitations to my advantage.
For example, the recent decision of FFG to only allow you enough components in their box for a certain number of concurrent characters has raised the heckles of some people. However, in the end, thats the limitations of the format at work. We are used to wonderfully open-ended resources, limited only by the sheets of paper we have and the seats around our table and expect that from new games. Its a bit of a cheek really - most 'normal' games have very limited play resources. Two players in chess, four players in Ludo, six players in Monopoly. Of course, I could just do a book and character sheet game, but then whats the point of doing it in a box? No, there should be play resources and that means limiting the number of concurrent characters.
So how do I do this and make it part of the game and possibly turn it to my advantage? Well, one idea that I have come upon is to have character sheets about the size of CCG cards. However, I don't want to get into the mess of having to supply new sheets each time we play. So what if the character sheets were manipulatable in some way? Just keep that thought, OK.
As a system, I want to use dice pools, small dice pools. I also want different coloured dice to represent difference aspects of the character. More on this in the next post, I imagine. So the number of dice you have on your character sheet in a certain area will denote your strength in that area. Cool. Of course, that means that I can only include a certain number of dice in the box, which by its very nature means there are only a certain number of characters that can be made. Now, what if I built this into the balance of character generation. What if there was a pool of these statistic dice that all characters drew from? So, for example, there are a limited number of magic dice. If everyone were to choose their dice one at a time, then I could make it so that not everyone could be magicians. Thats kind of cool, I think.
OK, back to those character sheets on CCG cards. Well, something I really like to do is have a picture on a character sheet. Indeed, I think that games could use images so much better than they do for character generation. There are loads of totally awesome images out there - why not use them? So what if the picture part of the character card could be changed? What if the player could present the picture of the character they wanted and voila! Thats their character. Players could bring together art assets like a campaign mood board.
There is another sneaky little side effect of this. Players and GMs can draw their images from anywhere, so they can use published, copyrighted artwork, images clipped from magazines and comics and all manner of other things. Thats a huge wodge of potential art costs for my £15 sidetracked, and all in the name of flexibility.
As to how to do it? I am reminded of the concept of 'chamber cards' in the Quick Strike system CCGs (PotC and Shaman King iirc). So create a 2-ply card 'chamber' with a hole at the front which the image can be inserted from the top and then slide the whole into something like a rigid toploader and BAM! Its big enough, it can be branded with nice imagery and the image can change.
Gimmicky? Oh hell yeah. But with some underlying madness as well.
Monday, December 21, 2009
The DIY Boxed Game Challenge
Occasionally I set myself little challenges.
Recently, they have been food related. Can I perfect the recipe for the perfect sweet chili sauce? (According to my dad, yes, yes I can!). Can I cook and decorate leiberkuchen? Yes, of course I can! And of course, recently I have been meeting and beating some challenges regarding games design that I set myself three years ago. Its all been a bit too easy really.
I've also been reading with a lot of interest Rob Donaghue's blog, Some Space to Think Its a really interesting blog with a lot of commentary on games and gaming and sharing of ideas. It has formed my early morning Metro reading for some weeks now. Recently, Rob has been talking about rich dice (dice which deliver more information than just the numbers they result in) and the matter of the box and games.
Add to these motifs my journey to GenCon this year, the appearance of some 'indie' board and card games and the explosion of WFRP 3e onto the gaming world in all of its enormous excess and well, its fired my imagination.
I want to make a game in a box. I want that box to be small enough for me to be able to take it anywhere with me. I want everything I need to play the game - EVERYTHING - to be inside that box. I want the contents to be printed and created to a reasonable quality and - and this could be the stinger - I want to keep the cost of the project under £15.
These restrictions are going to dictate some of the materials I can use and that might well impact on the gameplay but hey, this isn't commercial - this is a personal challenge!
Auto-PUG of Joy
I am, on occasion, amazed by the ability of World of Warcraft to reinvent itself and change in a way that drags me back into the game. I guess its why, five years on, I am still happily playing it. The latest innovation is the introduction of the auto-PUG (Pick-Up-Group)
Instead of spamming the trade channel with Looking For Group requests or waiting for enough members of my guild to come online and be in the same frame of mind as me to run an instance, I can now just stab two buttons and voila! I am added to a cross-server queue of thousands of other players all wanting the same. Within minutes I am teleported to the instance and the game commences. Twenty minutes later, the end boss is down and you walk away with 5 Emblems, some cash and other stuff. Its virtually anonymous, instant rewarding gratification.
Whats more, it seems to have made PUGing a lot more palatable. Students of expectancy theory will notice that the carrot of the emblems at the end makes the experience of having a player with slightly subpar DPS a lot more acceptable. Indeed, on many occassions not a word has been passed between the people I have PUGd with - its simply been a business-like execution of a laid down tactic.
On my side of things, this is perfect. I have unpredictable spare time - meaning that I cannot plan when I am going to be able to play or for how long. This is perfect for me, especially as it is accelerating my acquisition of equipment no end! Additionally, it has allowed me to grab a load of outstanding achievements which are well overdue. I've finally done Old Kingdom, Halls of Lightning and Halls of Stone and Gundrak. I'm a happy camper.
The only fly in the ointment, I have to admit, is the attitude of some of the players (WHO would have guessed?). Its not the weaker players. Its the players who are blatantly from the top guilds churning out SERIOUS dps. Their tolerance of people who are less geared than them appears to be quite low. However, you will note, they have all been whining dps'rs. I have been blessed with talented, aggressive tanks and attentive, skilled healers. People I always take the time to thank at the end of the instance! (I am informed by Dave that matters are not quite so rosy at the lower level end of things - I can quite believe it)
That aside, this innovation is fantastic. Its delivering actual progression for me, at a pace that 100% suits me needs. Awesome.
Wednesday, December 16, 2009
Here We Go Again.
The snow is here. To save me my usual rant:
http://neilgow.blogspot.com/2007/02/how-do-swedes-do-it.html
Thank you...
Neil
http://neilgow.blogspot.com/2007/02/how-do-swedes-do-it.html
Thank you...
Neil
How Big is Your Gaming Brain?
Dear Games Designers
Please, for the love of God, can you stop including obscure situational passive effects into your games? These things have been the bane of my existence throughout my CCG days and now they are part of my RPG play and they drive me insane.
What am I talking about? Well, in my Raw Deal days there was a card that sat on the table and every time you took damage, you took one less. Sounds good right? Well it is, if you remember that its there but inevitably, you forget and its annoying. There's no takey-backs in most CCGs so you lose out because of your poor memory or ability to be word-blinded by your opponent. Thats a case of playing better in a competitive game though, its annoying but part of the game.
In RPG sense, specifically D&D4e, the first instance are those bloody paragon tier powers that activate when you spend an action point. Now I don't think I'm over-stating the fact that D&D combat is a bit involved and you have to be paying attention and occassionally things get dropped along the wayside. I'm just about getting used to adding in my Pit Fighter bonus to things but I might only do it 50% of the time. Now, Marked Scourge has been errata'd so that it can only be used once per turn. This isn't an action or a spell - this is a bonus effect from a feat that is currently factored into all of my damage. Its a nightmare of forgetfulness.
I can abide having some degree of system mastery in my CCGs, but I hate it in my RPGs. Although D&H/BtQ have some situational modifiers, the card pool generation system allows for a quick sweep of your character sheet and then one flop to resolve a situation. Compare that with the multiple interacting modifiers and actions that can impact on one of maybe five dozen rolls in one combat and I think I'm safe from stone/glass house references.
I propose, if designers are adamant that they want to follow this path, someone design some sort of Roleplaying Brain Training program to remember all of these modifiers!
Please, for the love of God, can you stop including obscure situational passive effects into your games? These things have been the bane of my existence throughout my CCG days and now they are part of my RPG play and they drive me insane.
What am I talking about? Well, in my Raw Deal days there was a card that sat on the table and every time you took damage, you took one less. Sounds good right? Well it is, if you remember that its there but inevitably, you forget and its annoying. There's no takey-backs in most CCGs so you lose out because of your poor memory or ability to be word-blinded by your opponent. Thats a case of playing better in a competitive game though, its annoying but part of the game.
In RPG sense, specifically D&D4e, the first instance are those bloody paragon tier powers that activate when you spend an action point. Now I don't think I'm over-stating the fact that D&D combat is a bit involved and you have to be paying attention and occassionally things get dropped along the wayside. I'm just about getting used to adding in my Pit Fighter bonus to things but I might only do it 50% of the time. Now, Marked Scourge has been errata'd so that it can only be used once per turn. This isn't an action or a spell - this is a bonus effect from a feat that is currently factored into all of my damage. Its a nightmare of forgetfulness.
I can abide having some degree of system mastery in my CCGs, but I hate it in my RPGs. Although D&H/BtQ have some situational modifiers, the card pool generation system allows for a quick sweep of your character sheet and then one flop to resolve a situation. Compare that with the multiple interacting modifiers and actions that can impact on one of maybe five dozen rolls in one combat and I think I'm safe from stone/glass house references.
I propose, if designers are adamant that they want to follow this path, someone design some sort of Roleplaying Brain Training program to remember all of these modifiers!
Tuesday, December 08, 2009
2009 Top Three Gaming Moments
Another year, another selection of what must surely be the most prestigious awards given out in gaming from this blog. Previous winners are here and here and as always I kick off with some honorable mentions
Honorable Mention: Princess Academy YEY! at Conception
I wasn't even playing! As Conception 09 was winding up and I was recovering from a monster bout of flu that had floored me during the entire convention. I was playtesting a great little battle cardgame with Iain McAllister and trying out some 'War on Edam' to no great level of satisfaction. In the rest of the room a gang of mad people were playing Primetime Adventures and just creating the most insane, wonderful madness. Utterly entertaining. Oh, and the Steelers won the Superbowl that night too. Woot!
Honorable Mention: Duty & Honour at Games Expo
So I'm at the end of a very long two-day convention and I am timetabled to run Duty & Honour - and its fully signed up. To be honest, I wasn't in the mood and I was all ready to just cancel and refund the players their cash but, you know, the show must go on. What made this so special? Well, it was because the players were all D&H newbies and they grabbed the game by the scruff of the neck and rode it to a fantastic finish. Players who can turn up at the end of a con and ravage a game within an inch of it's life? Priceless.
Honorable Mention: The Voyage of the HMS Acaster
I was the gaming whore. In order to playtest Beat to Quarters 'semi-blind' I recruited another group of players - Martin, Shane and Nate. These guys have serious gaming and military chops to back up their play, so I was a little nervous about reffing for them but the game couldn't have gone any better. It was only three sessions but I really really got a kick out of it. Things move on and I guess I won't get the chance to play with those guys again but it was a really memorable game.
Number Three: Mouse Guard at Furnace
I have never really 'got' Burning Wheel but I have been very curious about Mouse Guard and I like the comics. Additionally 'Indy Pete' has a reputation of being an exceptionally dynamic GM and I sat and watched him GM at Conception and I wanted a piece of that action. Him and Mouse Guard seemed a perfect match and it was. It wasn't the amazingness of the story that marked this out for me, or the brilliance of the players (it was Sunday morning!). Rather it was an example of how an enthusiastic, prepared and communicative GM can truly inspire you to higher levels of play and understanding. In three hours I learned exactly how the game worked and went straight home and ran the game for my group. It was a watershed moment between me and BW technology!
Number Two: The Irish Rover at Furnace
So I had this idea - why not use Beat to Quarters to run a game based around the Pogues song 'The Irish Rover'? What could go wrong? Its hard to describe really - to say that the group was 'diverse' would be a massive understatement. To say that it was drunken would be an undeniable truth. The game was loud, raucous, bawdy, brutal, imaginative, laugh-out-loud funny, abusive, exhausting magic. People just walked by and then did a double-take, just looking at the madness with an expression of denial. One of the players even put a sign up warning people that the game was not representative of BtQ. It was just mayhem. You know when you hear people talk about games at a con that they have 'heard about'? This was the first time I have ever ran one and it felt soooo good. So tiring, but so good.
Number One: D&d 4E, The City of Kings Heroic and Paragon Tier
Like there was ever going to be anything else in the #1 spot!? Our entire years gaming has been taken up with an utterly brilliant D&D campaign. My paladin has had a crisis of faith and reverted to type as a pit-fighting gladiator and then sortied across the world hunting the hearts of the Primordial Gods in order to open the tomb of the last of these Primordials and slay him in his prison. Morn, the fighter, has grown from a very confused and ignorant brutal character into a stalwart defender and champion of mankind, found his homeland, secured his own niche in the world and is about to ascend to his Epic destiny of being 'He Who Stands Before the Chaos'. The game was been enthralling with every session adding a new twist and turn to the campaign. Anyone who dares say that 4e cannot be used to create excellent, character and story centric experiences is simply ignoring the potential of what is a great system.
So there we go - I wonder what everyone else's will be this year?
Labels:
City of Kings,
Duty and Honour,
Mouse Guard,
Roleplaying
Monday, December 07, 2009
2009 Resolutions - The Results
Its that time of year again, when I look at my resolutions from last year and see how things have transpired. Its not that I actively try to pursue them - its more that I wonder whether my intentions at the end of the year create urges throughout the rest of the next year ( I scored 3.5/5 last year). So, without further ado...!
1. Publish 'Beat to Quarters'
WIN! - Dead on the announced release date, BtQ was unleashed on the masses. Its sold like the proverbial hotcakes, far faster than D&H - although I suspect that might be D&H owners completing the set rather than new players flocking to the fresh hawtness. Still, I'm very pleased with myself and the Road to Indianapolis, next year, is very much on!
2. Be A Better Player
WIN! - (I hope). I like to think that I have pulled my neck in at the table this year. No more tantrums about mind control, for a start and definitely no more 'discussions' about rules calls (Except, of course, when it comes to the difference between the two fighter bonuses, which we can never remember the right way around at the best of times). I've tried to contribute positively to the table ideas in our D&D campaign and generally help bring the awesome. It might not have succeeded always but in the end thats all you can do - try.
3. Run One Campaign of A Reasonable Length
WIN! - (In progress). This has been made rather difficult due to a distinct lack of G2 action and the ongoing nature of the D&D campaign. However, that hasn't stopped me. I gained the attentions of a new group of players in the summer and ran a three-session playtest of BtQ with them. I know that doesn't count as a campaign, but it was a complete game. However, I am running a proper ongoing campaign of BtQ on Google Wave at the moment which appears to have some legs. Its not quite what I imagined, but you have to take your victories when you can!
4. Game With the Girls Again
FAIL! - Technically, this might need to be revised after the arrival of the Dr Who RPG but any other gaming action has simply failed. Its just a timing issue really but its one that is going to have to be overcome by brute force and will rather than luck. They're still up for it.
5. Spend with Prudence
WIN! - Well, this one was easy, seeing as I have been stoney-broke for most of the year! Lets see what systems I purchased.... thinking .... thinking .... does Diaspora on a freebie voucher count? Mouse Guard - yep, thats it, Mouse Guard. And I have played it and ran it.
4/5 with a technical revision and a rules bend on the ongoing game. Not bad at all.
1. Publish 'Beat to Quarters'
WIN! - Dead on the announced release date, BtQ was unleashed on the masses. Its sold like the proverbial hotcakes, far faster than D&H - although I suspect that might be D&H owners completing the set rather than new players flocking to the fresh hawtness. Still, I'm very pleased with myself and the Road to Indianapolis, next year, is very much on!
2. Be A Better Player
WIN! - (I hope). I like to think that I have pulled my neck in at the table this year. No more tantrums about mind control, for a start and definitely no more 'discussions' about rules calls (Except, of course, when it comes to the difference between the two fighter bonuses, which we can never remember the right way around at the best of times). I've tried to contribute positively to the table ideas in our D&D campaign and generally help bring the awesome. It might not have succeeded always but in the end thats all you can do - try.
3. Run One Campaign of A Reasonable Length
WIN! - (In progress). This has been made rather difficult due to a distinct lack of G2 action and the ongoing nature of the D&D campaign. However, that hasn't stopped me. I gained the attentions of a new group of players in the summer and ran a three-session playtest of BtQ with them. I know that doesn't count as a campaign, but it was a complete game. However, I am running a proper ongoing campaign of BtQ on Google Wave at the moment which appears to have some legs. Its not quite what I imagined, but you have to take your victories when you can!
4. Game With the Girls Again
FAIL! - Technically, this might need to be revised after the arrival of the Dr Who RPG but any other gaming action has simply failed. Its just a timing issue really but its one that is going to have to be overcome by brute force and will rather than luck. They're still up for it.
5. Spend with Prudence
WIN! - Well, this one was easy, seeing as I have been stoney-broke for most of the year! Lets see what systems I purchased.... thinking .... thinking .... does Diaspora on a freebie voucher count? Mouse Guard - yep, thats it, Mouse Guard. And I have played it and ran it.
4/5 with a technical revision and a rules bend on the ongoing game. Not bad at all.
Thursday, November 05, 2009
Art or Capitalism?
In a recent online conversation, a friend of mine stated that he was doing games design for 'art not capitalism'. This is a phrase that has stuck in the back of my mind for some time now, niggling away at me. When I started to think around it, my creative persona and my rather hard-wired marketing-driven mindset clashed quite abruptly.
On the one hand, I can see exactly where he was coming from. One of the benefits of small-press publishing is that you can do things and go to places that mainstream publishers simply cannot. You can explore game ideas that would simply not be feasible in the world of three-tier, glossy hardback publishing. This becomes even more blatant when you consider the world of pdf publishing, the ultimate in 'legit but low cost' games publishing. If you really really want to write a game about the trials and tribulations of cartoon underwater animal lawyers, then you can - and someone did! Want to write a freeform game about the siege of Montesgur? Yup, you can do that too! Game of teenage self-destruction in the Warsaw Ghetto? Knock yourself out! The same naturally extends to mechanics - beyond the lunacy of Jenga as a mechanic, some games designers are working on things as bizarre as self-tattooing and performing operations on paper bowel templates. The mind boggles ... but in some way, this is where its at when it comes to being allowed the freedom from constraint that an art-driven game provides.
On the other hand, however, if your game is played at an empty table does anyone hear the dice falling? Every fibre of my being says that you should always consider the commercial viability of your game, even if you are going to give it away for free! I cannot see the point of creating a game that no-one will play so giving yourself a fighting start by choosing a topic or a genre which at least has a hook that people can attach themselves to is something. Beyond that, of course, publishing is filled with 1001 different business decisions - the most important of all being, in my opinion, how far do I want to go with this venture?
Not everyone is going to have the ambition to be the Next Big Thing. Indeed, realistically, you stand very little chance of doing that. Setting yourself goals to achieve and parameters to work within would seem a reasonable choice for the small publisher. My goals have always been quite modest. Some people would suggest that was a measured, realistic and prudent approach to the venture. Others would say I am just horrendously risk averse and don't have the courage of my convictions. Whatever the reasons, I have tried to pursue those goals with vigour and use every trick I know to leverage the advantages I have in the market - be that skills, contacts or knowledge. I'm well versed in the machinery of capitalism and I like to make it work for me a little bit now and then.
However, is that just some hypocrisy on my part? Would my artist friend not just be fulfilling his goals in the same way - just different goals? Has my creative vision been compromised by my need to work within a market and indeed in some ways pander to that market? Every time I have changed an aspect of my game in order to make it more sellable, have I lost a little of its soul in my pursuit of filthy sterling? Or am I simply exercising common sense in making my game spread through planning rather than happenstance?
I find it intriguing as a concept that someone could make something with the intent to sell it, but with no eye to what would sell or who it would be sold to? Intellectually, I can see what drives people in that direction but I'm just not wired that way.
On the one hand, I can see exactly where he was coming from. One of the benefits of small-press publishing is that you can do things and go to places that mainstream publishers simply cannot. You can explore game ideas that would simply not be feasible in the world of three-tier, glossy hardback publishing. This becomes even more blatant when you consider the world of pdf publishing, the ultimate in 'legit but low cost' games publishing. If you really really want to write a game about the trials and tribulations of cartoon underwater animal lawyers, then you can - and someone did! Want to write a freeform game about the siege of Montesgur? Yup, you can do that too! Game of teenage self-destruction in the Warsaw Ghetto? Knock yourself out! The same naturally extends to mechanics - beyond the lunacy of Jenga as a mechanic, some games designers are working on things as bizarre as self-tattooing and performing operations on paper bowel templates. The mind boggles ... but in some way, this is where its at when it comes to being allowed the freedom from constraint that an art-driven game provides.
On the other hand, however, if your game is played at an empty table does anyone hear the dice falling? Every fibre of my being says that you should always consider the commercial viability of your game, even if you are going to give it away for free! I cannot see the point of creating a game that no-one will play so giving yourself a fighting start by choosing a topic or a genre which at least has a hook that people can attach themselves to is something. Beyond that, of course, publishing is filled with 1001 different business decisions - the most important of all being, in my opinion, how far do I want to go with this venture?
Not everyone is going to have the ambition to be the Next Big Thing. Indeed, realistically, you stand very little chance of doing that. Setting yourself goals to achieve and parameters to work within would seem a reasonable choice for the small publisher. My goals have always been quite modest. Some people would suggest that was a measured, realistic and prudent approach to the venture. Others would say I am just horrendously risk averse and don't have the courage of my convictions. Whatever the reasons, I have tried to pursue those goals with vigour and use every trick I know to leverage the advantages I have in the market - be that skills, contacts or knowledge. I'm well versed in the machinery of capitalism and I like to make it work for me a little bit now and then.
However, is that just some hypocrisy on my part? Would my artist friend not just be fulfilling his goals in the same way - just different goals? Has my creative vision been compromised by my need to work within a market and indeed in some ways pander to that market? Every time I have changed an aspect of my game in order to make it more sellable, have I lost a little of its soul in my pursuit of filthy sterling? Or am I simply exercising common sense in making my game spread through planning rather than happenstance?
I find it intriguing as a concept that someone could make something with the intent to sell it, but with no eye to what would sell or who it would be sold to? Intellectually, I can see what drives people in that direction but I'm just not wired that way.
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