Castle Builder Reforged, Chapter 9

I didn’t make a big deal of it at the time as it was a holiday, but on Thanksgiving I released Chapter 9 of this book. I’m aware I skipped 6-8 to get there, and with good reason: my computer doesn’t always handle mapping well, especially the types of mapping I have to do for these last three chapters. They’re resource-intensive in terms of lighting effects, depth, and other elements that add height to the image as a whole so it’s easier to get a sense of scale and the type of work necessary to create those three types of fortification. I’m working on updating Chapter 10 (I wrote it while in college 17 years ago) and doing edits to 7 & 8 as I work out how to best tackle the remaining maps to finish those chapters.

Game Changers

Wintershiven

Yes, I’m still here

Okay, so there has been a lot of things I’ve been working on and I neglected my website in favor of keeping busy with research, learning new skills for my day job and to decompress after the last two years, which is why I haven’t posted much during the last 24-36 months. That said, I fixed the puzzles as it seems one of the updates broke them again.

There are also a few things I’ve been experimenting with for design work that I hope to put in a presentable form soon.

What Game Design Teaches, Part 4

Technology also plays a factor in what can be accomplished in a workspace.  Game designers are limited in what they can make with the tools at their disposal.  While a lot of what is used to make a game is conceptual, there are plenty of physical tools needed to make the task easier.  Knowing how to roll dice is one thing, but if you don’t have any on hand to get a sense of what the players will experience, it’s nothing but speculation.  The same goes for card games.  Although some games use special symbols or non-standard playing cards, game designers can keep a key handy to interpret the numbers as stand-ins for the symbols or write on the cards themselves.  These last two examples are illustrations for repurposing the supplies on hand to provide a new use to existing technology.

One of the core principles of play is to find new uses for what has already been created.  Even in this vein of thought, the objects can only function within their limited roles.  For instance, a hammer can have its use extrapolated out from its original purpose (driving fastening pins/nails into place, shaping metals, shaping stone, etc.) which is essentially leveraging a weighted end to hit an object with greater force.  The challenge is how to use what’s there for a new goal.  Using the hammer as an example, its function reaches a point where smashing items as the only option can undercut the premise of the game’s obstacles.  This limitation stems from the tool’s range of functions, which results in games that have a variation or reskinning of the object.  Whack-a-mole is still the same game even if the moles are replaced with gophers, for instance.  The game’s core mechanic is one of timed reflexes.  Reskinning the game doesn’t change the victory conditions but it can influence the player’s experience.  Without adding anything new, the game audience will be bored rather quickly.

Why so much emphasis on the hammer?  Because each tool has limits and the hammer is one of the easiest examples of this as you can scale it up to become a mallet, maul, sledgehammer, and sports equipment to include bats, clubs, and sticks used to hit balls.  Sure, they look different, have different game rules, and lead to vastly different experiences, but they ultimately use the same laws of physics to leverage a weighted end for more force.  Pen and paper do wonders in creating a design, but the complexity of a system and how the various parts interact with the players can render those tools ineffective once you get past the planning stages based on biological limitations.  The human brain can only keep so many details at the forefront and be able to react to constant changes.

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What Game Design Teaches, Part 3

What Game Design Teaches, Part 3

The differences in the mechanics have as much to do with the skills for an age group as they do with the presentation and overall goal of the game.  By goal the reference is not to the game’s objective, but rather what the designer intends players to learn/hone from the experience.  This is what makes the design process as much fun to create as it is to explore spaces in the same genre.  It’s also how you can end up with games that rely on physics (especially in real-time games) while others are steeped in psychology and behavior studies (the core of poker and chess, for example).  Neither chess nor poker explicitly state in their rules that they rely on psychology to win, but the bluffing mechanics as well as strategic planning needed requires players to learn the subtle clues their opponents express physically or through their pieces teaches players to use these skills to discern the other’s thoughts. 

Because of the social mechanics used by these games, you have to create a welcoming space where designers are free to open themselves up to this level of self-examination.  This isn’t to say that it has to be a support group per se, but you do want to ensure that exploration of games which rely on deduction and bluffing where a person’s feelings or personal lives are involved don’t feel like a crucible or that the designers are under a microscope.  Games that use a social component may use math to govern outcomes, but their true strength and enjoyment are the rewards of successfully “mind reading” the other players.  To do this, you need different tools from more straightforward games. 

Add to this games that rely on engineering challenges (similar but not the same as physics-based mechanics) to solve puzzles (Kerplunk, Don’t Break the Ice, and Bausac, for example) or those that use a limited space for the pieces and/or game board to place all the data used therein.  The play space has to vie for real estate as much as the components do to fit on the game boards, the table, and in their respective boxes.  If the space is too small, your designers might not be able to implement their ideas as intended—or at minimum, not be able to playtest their full design.  The other problem with space constraints is the exploration of the upper limits of wieldiness for that genre. 

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What Game Design Teaches, Part 2

Progress Update

I know I’ve been lax at updating things here over the last year or two. In part this is because my primary focus has been my day job working in a library. During the pandemic my writing took a back seat for many reasons, the primary one being the amount of energy that went into serving my community as well as closures of branches that added a higher volume of work in our location. As things have been returning to a pace more in line with what we experienced before Covid-19, I’ve been able to decompress a bit and pick up my writing pace to more than a snail’s crawl of a few hundred words a week/month.

I just finished the rough draft of Chapter 3 of Codex Caelorum et Infernorum, am starting to do the writing for Chapter 4, and working on the outline of Chapter 5. At some point I will take photos of my outline process to show you how I break down my chapters as it can be a bit involved with the index cards I use to flesh out the ideas behind each outline entry.

Introduction to “A Thousand Dying Stars”

War, peace, wonder, despair.  The struggles of the human condition remind us how terribly mortal we really are.  There is so little we have control over that we agonize over holding on to the precious few bits of agency any of us can truly claim.  As a species, we are as beautiful as we are vicious.  We have achieved so much only to wallow in misery for what has yet been reached.  We glimpse possibilities in others that give us hope, a sense of purpose, longing and desire turned to jealousy.  The past is painted in radiant tones, romanticized until it enfolds us in comfort.  The future, meanwhile, is filled with the terror of the unknown, impenetrably dark, and messy. 

We have seen our future.  We’ve let a handful of men and women show us the way forward only to pull back and embroil ourselves in petty squabbles that threaten our very existence.  We stand poised on the cusp towards life amongst the stars and waste our potential when the wonder that is humanity turns against itself.  All the while, we languish like a man dying of thirst near a spring as we’ve tasted a few sweet drops of nectar and lament the absence of that precious substance.  We wish to be Icarus but willingly punish ourselves like Tantalus for entertaining dreams and flights of grandeur. 

The universe is impossibly close and few of our kind have walked in it like the gods of yore.  This is the future as we imagine it to be once we leave the terrestrial cradle for good.  Undoubtedly we will have advanced to the point where we wield power that would feel godlike to our forebears and commonplace to our progeny.  All of our wondrous accomplishments and we will still be the frail, flawed creatures we are today.  The predatory nature that drove us to the evolutionary pinnacle lurks forever behind our eyes.  War brought on by desire, jealousy, and despair will keep us from reveling in the wonders around us and a heartbeat away.  Our imagination is a gift and a curse.  What was once marvelous to our ancestors is commonplace today.  Why should the future be any different? 

This is the universe of A Thousand Dying Stars.  It is filled with many of our beliefs of what the future holds walking hand-in-hand with the dark, unintended consequences of those same myths we have spun for ourselves.  Humanity has seeded the stars, met new species, and fought like hell to mold the future in our own ideological images.  Thousands of worlds explored and still plagued by the same failings and shortsightedness.  To make matters worse, we have lost our way home—figuratively and literally.  Earth is missing and people everywhere who care about the subject, regardless of culture and faith, believe that someone’s hiding it as the prize for uniting humanity into a single empire, a feat no one has ever managed.  War and peace, wonder and despair until we find ourselves and maybe learn who and what we really are.