More than 12,000 words

Okay, so I guess I didn’t realize it’d been ten days since I last posted anything.  That said, here’s a progress report:  I’ve been writing a lot.  In the last two days alone, I’ve written over 8,000.  Well, dictated at least.  I churned out nearly 2,000 from handwritten notes in about an hour.  It left me winded.

As for my other gaming-related posts, you’ll get some more of those soon.  I’m in the process of cleaning up some of that text, but I’ve had to prioritize certain projects over others, which means the blog has gotten short shrift in the meantime.  Soon, there should be some more mapping progress to show as well.  Fingers crossed.

A brief word about my design style…

Okay, so as you probably aren’t aware, I’m a huge numbers nerd and I love having a plethora of options.  It’s not because I plan to use every damn combination possible in a game system.  It comes down to one simple truth that bothered me to no end when I was younger:  forced limitations.

Now, while I know in an RPG this isn’t as big of a deal, in many games, the options available in open-world design are prohibitively limited.  I understand that a lot of this has to do with how space/memory constraints affect what can be included in a box or a computer program.  In my younger days, I chafed at this like nobody’s business.

Okay, so I still do, just not as much.  Happy now?

To avoid feeling constrained, I tend towards games that let me experiment with different combinations, which provides hours of fun with failure and head scratching.  So, when I write sourcebooks that have a universal theme or can be applied to practically anything someone needs to develop, I really go hard on the tables.

The  multiplier effect is what makes this such a huge deal for me.  With even a modest number of choices, you can take a system of 3 tables with two options each and create six to eight options–assuming no selection in two tables is an option.

The tables in Malmart work like this.  So do the tables I wrote for Cosmos Builder and Castle Builder Reforged.  I did this with a single goal in mind: I shouldn’t be the one dictating what choices you have.  Roleplaying games are story-driven and the rules are dictated as much by the setting as the engine, if not more.  To that end, I work to build tables that give numerous options.

Case in point: the modular housing system I created for Malmart generates 900 rooms, but the configuration possible explodes that number into some extremely large numbers when you can put those 900 rooms in six adjacent positions for the first room and then each other space has five or four remaining spots open to fill.  And, given that the typical self-contained home needs at least three spaces, (living area, kitchen, and bathroom), You’ve just escalated the combinations to more that 6,000.

This brings me to the drones section I’m currently laying out.  There are six tables used to define the drones: primary programming module (currently ten options), hardware platform (eight options), size (seven options), drone quality (six options), drone upgrades (currently forty-seven), and drone downgrades (currently ten).  Four tables require a choice, the upgrades/downgrades are optional.  Some options can be selected more than once, but ignoring that for now, you can make over 1.6 million drones (adjusted to account for conflicting combinations).

Imagine the numbers when you add weaponry and additional programs the drones can access.  This means your options approaches closer to the trillions range.

If that’s not enough choice for you to tailor the gear to the game, I have no idea what else to include for you, but there’s plenty of examples for designing new options for your game.

Figurative Magnifiers and Maguffins

bladerunner 2Cyberpunk is a genre that relies on a lot of details to communicate a world at once strange and eerily familiar–a world that we know is right behind the corner given the prevalence of technology in our lives.  This is deliberate and forces the reader to ask some damning questions: how much humanity do we retain if we let the machines dictate how we live because of our own choices to let them do the hard work for us?

Bladerunner 1Malmart 2090 is no different in this regard.  If you’re familiar with my previous building guides, you know I like to develop a lot of tables–seriously, a lot of tables.  I’ve used this technique for Malmart not only as a way to help me price items that do have ad copy, but also to give the reader the tools to create thousands upon thousands of objects to fill their game world to overflowing.

bladerunner 7Just look at the screen captures from Blade Runner I’ve included here and you’ll see insane levels of detail.  Visually you take this all in and your brain tells you everything you need to know.  But, guess what?  You can’t get away with that in storytelling.  Nope. Nada.  Ain’t going to happen.  You know why?  Because everyone’s seen this damn movie already and if you don’t add details that makes it stand apart while adhering to the genre, you’re dead in the water and nobody’s going to be impressed or remember a damn thing.

Harsh, isn’t it?

Judge Dredd (1995)
Judge Dredd (1995), just to change it up a bit

Well, that’s cyberpunk.  It’s unforgiving and humanity’s been reduced to an insignificant mass while being the biggest thing in history at the same time.  This dialectic needs (dare I say wants) resolution.  Do we just shrug it off and join the nameless ranks; or, like our devices, do we rise above and become one of the few destined to change the course of history?

The overwhelming amount of detail is crucial to capturing the feel of the genre in ways that might not stand out right off.  Why do you think William Gibson spent so much time in Neuromancer detailing how brutal and shitty street life was?  There’s a reason the opening line describes a sky the color of a

Adam and Eve reference
Adam and Eve reference

television tuned to a dead station.  That visual tells you everything you need to know about how bleak the world is and the grotesqueness of the sky back when cosmic background radiation filled our TVs with slushy images of neutral colors and a roaring hiss.

Ever stop to ask yourself why so many of the signs in the city streets are in Japanese in what’s supposed to be Chinatown with a hodge-podge street language cobbled together from a dozen or so others for a film that came out in the early 80s?  No?  Well, if you didn’t, you’re not thinking this out.  It has everything to do with what the Internet means today and what not having a global network did to how artists depicted the future before the advent of the World Wide Web that allows you to access this blog from any point on the globe with a connection to the global village.

And then there’s this little gem:

Bladerunner 3

Why is there fire and an entire cityscape reflected in Harrison Ford’s eye?  Because the eyes, being the windows to the soul show how much humanity has consumed itself just to find an ounce of solace in this monstrosity its created.  The soulessness of the bleak urban landscape is constantly in search of something to consume.  It burns with desire and a deep search for meaning that isn’t there anymore because it’s been replaced with material goods to the point of crowding out every aspect of nature.

There’s no balance.

Authentic synthetic snake license number
Authentic synthetic snake license number

To replace it, there’s replicants out the ass in this film: people, animals, toys that think they’re alive, ads selling dead dreams in the guise of a better tomorrow.  All of them rendered as empty shells of the things they represent.  Platonic forms desecrated until the illusion of safety is reflected in the mirror.  That’s what’s in his eye and throughout the film, and thus the lingering question of whether Deckard is human or not.  Even his name is a twisting of Descartes and hearkens back to the brain-in-a-vat problem.

Everything is magnified to excess in cyberpunk.  It’s too big to take in at once.  That’s why the level of detail is so friggin’ high.  You want to know how to solve this dilemma?  Examine the finest of details, that’s why the eye is so important in that one, brief scene at the beginning of the film.  It, and the Voight-Kampff machine zero in on that one feature above all others while we, as viewers try to take in the entire aesthetic.

bladerunner 4
Running through sex to kill desire?

Authenticity, then, is captured in the minutiae.  It’s these little details that let people find ways to stand out and be different.  For this reason, the snake scale becomes enormously important.  It at once authenticates the world and shows how bereft and full of debauchery (or “sin,” if you prefer) the world is.  Hence the Adam and Eve reference with the snake.  The garden was the balanced world where urban and rural landscape meshed and escape was possible, which is why at the end of the flim, what do you see, Deckard and Rachel fleeing the terror of the cyberpunk world for the unknown of a “lost” paradise in green wilderness.

So, while the overwhelming number of choices in Malmart might seem excessive, they give you the ability to replicate the feel of the dystopian world of the genre.  And that’s why some of the tables generate more choices than you’ll ever need, like well in excess of 100,000 electronic devices.  Because everything’s a plot device and the biggest change can be contained in the smallest item.  Just like the snake scale’s serial number.

Progress made

Just a quick note to let everyone know that although I haven’t been keeping up on the blog posts, I’m still working.  I’ve had to slow down quite a bite due to my hand being worse off than I thought, but I managed to churn out nearly 1,000 words yesterday.  Expect some more posts to come soon.  I’ve been handwriting a lot of essays as well.

Plugging Along

Malmart’s shaping up nicely.  The rough for the furniture DIY tables yield over 16,000 pieces of furniture, art, and decorations for homes.  For most games, this is probably more detail than you need, but if you’re looking for maguffins, well, here’s maguffins aplenty.  Besides, how else do you give the idle rich and the most powerful corporations in the world the dressing to show just how powerful they are with exquisite objets d’art, original masterpieces, and the prized art relics of the past?

It doesn’t matter if it’s a Degas, a Goya, the Mona Lisa, or a Ming vase.  These things denote status, not to mention culture.  And for the privileged of any society, these are the items that separate one class from another.  They also act like trophies.  What connotes wealth and power?  They have no physical form, so how do you display them?

Now, compare these items to what you’d find in the home of the average cyberpunk character living on the edge or even the middle class.

This is high class and a complete opposite of the violent world of cyberpunk.
This is high class and a complete opposite of the violent world of cyberpunk.

Overdid it a bit.

Yeah, it’s been nearly a week since I last posted anything.  Mainly failed to do anything because I overstressed my hand and my carpal tunnel acted up something fierce.  The pain is still pretty bad in some ways.  If I twist my wrist the wrong direction or grip something wrong, it sets off the pain worse than any strenuous exercise activity feels.  At worst, the pain will be in my shoulder (and often I hope it’s just a dull ache that feels like I’ve thrown one too many objects) and my forearm feels like someone is beating it with a baseball bat.  Needless to say, it’s not fun.  That said, I’ve been plugging away at my notebook and the keyword outlines for the DIY tables in Malmart.

Whoops! Forgot to let you know what’s going on.

Okay, so I’ve been plugging away at Malmart and a lot of it hasn’t been shared here, to include the progress of my research and where I am in regards to the word count, etc.  So, let’s fix that.

I’m still working on it and I’ve finished up the rough outline for the clothing tables.  I’m adding those into the book and it’s beefing up nicely and the number of options makes this an awesome edition for your Interface Zero games.  The combinations possible has climbed a bit, but not to the point of exponential growth, you could still design every possible creation, but that’s a lot of time and effort.

Also, while this has been going on, I’ve been fleshing out the tables for housing.  There’s a excessive number of options here and it’s probably a bit of overkill, but when it’s completed, you’ll have tens of thousands of housing choices for characters and set pieces.  Of course, this is more of a background option for your game, but there’s more to these options than I’m letting on at the moment and that’s because I’ve been holding out some info regarding other chapters of the book where said tables may have more or less of an impact on the options available for further gear.

Creating Castle Builder Reforged, Chapter 6

Castle Builder Reforged, Chapter 6 is mostly written.  It has been for years.  For some of you who might be wondering why it never came out, that’s because the map needed for a hill fort or motte-and-bailey structure has been well beyond my mapping skills for a while.  I spent the last couple of years (while not actively working or seeking employment to pay bills) learning how to be a better cartographer and picking up a writing job or two.  Now, the general concept is easy, the problem is getting the map to look like it has depth to actively illustrate the concept and look decent enough.Motte and bailey

To that end, I started with the basic shapes for an isolated hill fort in a remote mountain range.  Here’s the blocking.  As you can see, it looks pretty boring and doesn’t make a good impression for several reasons.  The biggest being that the lowest level looks exactly the same as the level the fortress is supposed to sit on.  Plus, the layering for elevation is missing.  The colors of the various terrain features mean nothing here.

Okay, so, working from that, there’s a bit of a problem in here that might not make any sense to you just from that one photo, but it’s thiMotte and bailey 2s:  the elevation rises too quickly for what I was trying to go for as the shapes are on different layers and it isn’t clear which one is which.  Okay, so that led to the next fix, which helped further define the area depicted in the map.  This map looks a little better as it makes the area where the switchback road leading up to the palisade look more believable as residing on the same general elevation plane.

Unfortunately, this doesn’t solve other problems.  The next thing I did was work on fixing the mountains to give a stepped appearance.  It looks a little better than the previMotte and bailey 3ous one, but there’s still not much difference here and one of the reasons is because I didn’t turn on any of the effects that would let the shadows suggest the “height” of the terrain around the area.  If you look at the upper right side of the map, you can see that some of the elevation starting to show up, but it’s still not really popping off the page.

So, I turned on the effects and added a few features I thought would work out, like a 10′ square grid.  Yeah…..you can take a look at the results and see for Motte and bailey 4yourself that this not only didn’t work, but it really makes the map quality suffer horribly at this scale.  Part of that is the glow effect that softens the appearance of the grid so it isn’t so dark as to obscure everything.  I know because I was appalled by how terrible it looked.  Even at the scale here, it almost takes on a plaid look, which detracts from the information your eye should be looking at.

A bit later on, I got the “floor” in place so it doesn’t look the same as the bailey and then I added the lighting effects while ditching the grid.  It’s still rough, but you can see tMotte and bailey 5he map really start to pop and get a feel for what’s on top of what and even a bit of how it should look when some of the other features are added in the future.  Okay, maybe it’s not as easy for you to see them as it is for me, but there’s a clear progression to this and it works on some level even if it isn’t one that makes a whole lot of sense to someone on the outside.

Next I added the road and a few more mountainous features to add more detail and make the map look less like a paper collage art project.  Problem was the map edges looked too perfect.  They weren’t jagged enoughMotte and bailey 6, and—in some cases—were way too smooth.  The map isn’t finished, but as you can see in this latest image, the majority of the details have been made fuzzier where they matter the most.  There will be further changes as I go, but for now, you can see how the map is progressing and it’ll be finished as time permits.  I know I could have skimped on a lot of details here, but I don’t feel comfortable offering a clearly inferior map than what I could and should do.

But, at the moment, Malmart awaits and I’ve got a bit of outlining and research to do so I can make that project read as good as the audience deserves.

Anatomy of Game Design: An Unbridgeable Divide, Part 1

My writings often take me far longer to compose than you might expect.  I have a tendency to agonize over not only the subject at hand, but whether I am capable of writing in such a way that I do not lose the audience or my way in reaching a conclusion.  More often, I rarely find myself doing more than edits beyond spelling, grammar, flow, and staying on topic.  This is one of the rare instances where I had to completely rewrite the piece because I felt inadequate in being both concise and on topic.  In the case of this entry, it is not only warranted, but also necessary as the subject itself is vaster than I originally imagined.  This, then, is my third rewrite and the indulgence for this introduction will soon be clear.

Some point in 2012 Monte Cook posted somewhere (sadly I cannot recall if it was his blog, Google+, etc.) on the issue of math and language in games.  There was an unanswered question on the arguments in gaming that occur with these two components.  I answered with a phrase attempting to explain the phenomenon.  In effect, the point was that language and math do not communicate with each other.  The previous handwritten draft of this piece ran eight pages with no end in sight.  The phenomenon I tried to explain in brevity to Monte’s original posting and expand upon here I have termed as catachrestic dichotomy only to find at least another instance of it along the way.

Throughout this Anatomy of Game Design series, I have tried to approach games as an academic examining various aspects of games to hone in on the need for a disciplined and cerebral application of knowledge in favor over an intuitive method for game design.  Both are needed, but the former allows for a greater understanding and appreciation of design as science and art.  My reason for doing so is that games are both artifacts of science and art.  I hope this introduction helps with the perspective needed to describe why arguments over rules occur in games.  We are dealing not just with a complex topic, but one that transcends boundaries of academic study and our own ability to describe what we see and experience.  This examination will begin by attempting to untangle the issues that contribute to the confusion before getting at the heart of the breakdown between various methods of communication.

Of Liminal States and Amalgams

As discussed for the nature of games previously in this series, games tend to blur the lines between states.  They also follow the rules of logic and are thus digital constructs.  The logic in games is not fuzzy even if the player’s is.  In fact, only the randomness in the tumbling of the dice or the shuffling of cards creates a fuzzy state in the game.  Everything else remains orderly.  From the perspective of the player, all of this is blended together in an illusion of dynamism.  Games create a strange amalgam of multiple states regardless of the components used to design the play space.  The liminal threshold that the magic circle represents is just the most noticeable feature that marks the slippage between boundaries and definitions.

To refresh those who have read the previous installments in this series, the threshold of the magic circle is meant to divide the play space from the rest of reality.  The game therefore is at once a part of and apart from the world at large.  This confusion of space (as in to “con-fuse,” meaning “to join together,” and to make unclear) creates a duality with no clear boundaries within the play space other than the rules of the game used to overlay reality.  The pieces in a board game are like other aspects of models and simulations.  They are representations of something else.  For example, the cannon in a Risk game is used to simulate ten armies and no players mistake it for an actual cannon used on the battlefield.  Symbolic figures may not be the actual objects, but that does not stop people from making the connection and thus seeing the pieces for what they are in play and are not in reality.

Games also relax cultural norms while also relaxing the restrictions for categories of information.  We are free to transgress in myriad ways so long as we do not violate the rules of the game and thus destroy the play space.  In fact, some games purposefully encourage the distortion of information.  Charades and Pictionary are two such games where the lower the signal-to-noise ratio is the more fun the game becomes.  This is another way in which games confuse the components and information that make up the game. By doing so, we are hard-pressed to dig out and isolate the elements without having understood the principles behind game design.  This does not mean the average person cannot find the individual threads, only it is more difficult to recognize and name what one sees.  Game designers and theorists have yet to agree on a single vocabulary to describe what we do, though one is beginning to emerge.  As I am no better equipped than anyone else in this endeavor, I will leave the description of confusion at that and pick the one thread I wish to follow and untangle in this structured chaos we call games.

The issue here is one that may be very familiar to most people: the tension between math and language; or, why many people find one easier than the other.  The issue is an important one for gamers as the structure of all games are governed by math in some capacity or another.  Though not all games use probability, there are formulae underpinning the structure of the game, even a game like tag.  On the surface tag is purely physical.  The result is a complex system of trigonometry and physics in action as well as the digital state of “it”/”not it” and in/out of bounds.  Though on some level we are able to process and keep these complex relationships and formulae in mind, we are not fully conscious of how these states inform us about the game in mathematical terms.  In fact, we may not think of them as math problems or binary states.

Here lays the dilemma: if games are performative pieces (see “Kitchen Table Theater”), then why is the medium of the play space governed by so much math (and, by default, logic)?  Games are artistic endeavors from their architecture to execution.  As designers we have to inform players in the rules what their boundaries are while informing the game what it does with all of the mathematical input the players give it.  Thus, we have to communicate using two different methods to inform our intended respective audiences.  Now, this might not seem like a huge issue, but it is a lot more of one than a causal observation suggests.  Some of the problems stem from the different ways we communicate through language and math.  This necessitates a formal look at how and why math and language are so different and the dilemma left in the wake of these differences.  Something is occurring in the liminal realms created by play spaces that grants us an ability to create alchemical reactions between seemingly unrelated fields of knowledge.  While I cannot define it with any certainty, I believe shedding light on the phenomena of catachrestic dichotomy will give us a glimpse of what it may be.

Games, unlike any other form of human activity, allow us to experience the Greek word techné in all of its variegated meanings. The space within the liminal boundary of games lets us observe the revelation of technique, skill, craft, and art all at once. The catachrestic dichotomy and the interstice it inhabits within the play space is not just the art of play, but a lens that reveals the essence of the art (and technique) of art.

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Anatomy of Game Design: A Digital State

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Anatomy of Game Design: An Unbridgeable Divide, Part 2

Anatomy of Game Design: A Digital State

I’m going to take a risk and make a statement I was taught – and in turn taught others – not to do: avoid the absolute or amorphous, timeless statements. Since the dawn of our intellect as a species, we have lived in a digital state – at least we have tried to. I base this assumption in part on our need to categorize information. Everything is quantified in a state of being a particular thing. Games have a way of capturing this concept perfectly. The visual is what lets the analogy work so well. Basically, games are digital. They are this way because there really is no way for them to represent a trinary state.

Games have yes/no values predominantly. They generally only express maybe during randomizations. Once the dice stop rolling or the cards are shuffled, the “maybe” state disappears. The same holds true of the spaces on a game board: either they are occupied or they are empty. Probably one of the purer examples of this is tic-tac-toe. Spaces are blank or filled. If filled, they contain one of two symbols. This is because of the nature of the game. The possible pieces of data that go into each space do not represent a trinary state as two of the possibilities give ownership to one of the players. None of this should seem surprising as it is something all gamers have experienced in some fashion.

So, where does this phenomenon of a digital state come from? In many ways, it is intrinsic to who we are as a species. There is a binary that operates in our thought processes; you, me; us, them; male, female; inside, outside the group/play space/magic circle. It is one of the organizing principles we learn to develop before culture informs us otherwise. Then again, a lot of what we do during our formative years is rooted in a system of classifications that allow us to make sense of the world. We do not have to go far to see this in action. We are engaging in that activity right now. Or, more precisely, you are as I sent you a coded script in your past that you just received a short time ago and are now decoding. I do not know when you will get this, but I know that you are not standing over my shoulder reading my first draft written in a notebook – in cursive – or while I type the edited rewrite you see before you now. What I know is this: you understand the message enough to get this far into it because of the rules that define each word’s place in language and the structure which determines meaningful context. All you need to make sense of my words is to identify what is acting in each sentence.

The complexity of sentences is designed to allow us to relate ideas more concretely, but we are aware on some level the categories and meanings of the words used and the ideas they are meant to express. In all, our brains are just looking for who or what acted. The remainder of the words help answer how, why, when, and where. This is a rather simplistic rendering of the subtle nuances of language, but it is the main impetus behind communication. A whole host of binaries are layered in the words: is it a synonym, is it spelled correctly, and is it used properly, just to name a few questions. Classification structures our lives and keeps us from harm as we learn what is safe and what is dangerous, just like it does our language.

Games provide us with a symbolic representation of categorization that we do automatically. We just don’t pay attention to the process because we already have internalized it. If you want to see it happen, observe two- and three-year-olds. The constant questioning and testing their parents’ limits are examples of this mechanism in action. This is how the brain learns to interpret the world. Once the gross patterns are learned, we begin to experiment. The child who makes grammatical errors when trying to conjugate verbs or apply superlatives (“I won you,” “I losted it,” and so on) are examples of attempts to use the structural patterns that define how we translate ideas from our thoughts into images others can grasp.

One of the reasons that games require time to learn is because of this need to categorize different states and to understand how the structural patterns work and how they can be used. The fuzzy state in between the rules is not unlike the individual words in a language. Slippage in definitions creates the spectrum in which meanings can exist by grammatical category and the nuances assigned to any single word. We can orientate ourselves by these signifiers in language to not only find our coordinates in a thought but in the way it seems to be heading. The same happens on a game board.

As our thoughts unfold, we know where they cannot go. On the game’s cartography, we learn the same concepts, only in a much more abstract manner. The way the game takes shape informs the players what is possible and what is not. This, too, is a binary. We might not have every piece of information to tell us all of the possible outcomes, but we do not know what cannot happen. In chess, for example, a pawn cannot move backwards, so we know that once it moves up a square, it no longer threatens the same squares it had. Those squares are not safe from that pawn for the rest of the game.

While games may use some of the tools for information theory in the guise of grammatical constructs, it is symbolic. The abstract information bound in the symbols prevents the binary state from being noticeable. We do not look at the empty spaces. Rather we look for the relationship between the pieces and their current point in the game space. The unoccupied locations only matter for purposes of determining strategic judgments and the odds of winning. Otherwise, the data is extraneous.

The binary elements of “is” and “is not” constitutes the digital world. A switch is either on or off. Games make us of a lot of binaries, but the uncertainty of the game relies outside of these binaries because they do not last long enough and their effects are more relevant than when probability is in flux. As our focus is mostly on chance when we play a game, we do not notice how prevalent these dualities really are. The random results and how we can stack chance in our favor is what we are drawn to. Why not, it is infinitely more exciting than the binary states. For games without random chance, we turn to our own skills against our opponents since we can never know what is in our opponent’s heads. Regardless, it is that underlying digital state which makes the nuances possible in the abstracts of symbolic concepts or the slippage in the definitions of words that fill the spaces between the bounds established by the binaries. It is how we define the rules that create the play space to create what is the game and what is not and allowed actions, positions, etc., that shows that games, and how we view information, are inextricably linked as a digital state.

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Anatomy of Game Design: Modifiers, Part 2

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Anatomy of Game Design: An Unbridgeable Divide, Part 1