The Chain is much like Animamundi, but there are more decision-points. Decisions are pretty much illusion, as the if you make wrong choice you’ll get comment about that and then you are find yourself back to decision-point. This didn’t bother me as much as character and story design: The game tries to be hard-boiled detectiveContinue reading “Chain: The Lost Footprints”
I keep getting back to the thematic of of rules and game systems (see Rules and Character Engagement in Role-play, Play and Its Role in the Mental Development of the Child (Vygotsky), Games and Philosophical Investigations). I have started to read The logic of practice by Pierre Bourdieu, where he discusses difference of rules andContinue reading “On Rules, Game Systems, and Practices”
Victor Gijsbers writes: Immersion might be helped by not having too much rules stuff in play, but I actually don’t think this is very important. It is easy to drift in and out of immersion. You can immerse one moment, do some complicated rules stuff the next, talk about stakes the next, and immerse yourselfContinue reading “Rules and Character Engagement in Role-play”
Merten writes, in his blog: Lately, Ive been trying to put my confusing notes in character immersive playing (aka. eläytyjivism) into single, easy introduction to the mentioned play style. Ive ended up with a beginning of a long essay which is, essentially, loads of confusing notes lumped into one. The fact Im trying to writeContinue reading “Role-playing and Immersion (and its alternatives)”
After giving presentation on character-driven game design I was given pointer to idea of conflict webs and flag framing by Bankuei. There are things that corresponds with I have presented in my Character Design Fundamentals for Role-Playing Games. Especially interesting is a NPC role wants to use PC (in addition to supporting or being againstContinue reading “Conflict Webs and Character-driven Role-playing Game Design”
Esityksen diat Tutkimuksia roolipeleistä: Fine (1983). Shared fantasy: Role-playing games as social worlds. Chicago: The University of Chicago Press. Costikyan (1994). I have no words & I must design. Interactive Fantasy, #2. Dogma (1999). Dogma99: A programme for the liberation of LARP. Mackay (2001). The fantasy role-playing game. A new performing art. McFarland & Company.Continue reading “Tracon II, roolipelitutkimus”
Esityksen diat Tracon I workshopin oheismateriaali (Added Nov 22. 2006.) The presentation was based on my chapter Character design fundamentals for role-playing games in Montola & Stenros (eds.) Beyond Role and Play.
I came across an essay Dice rolling mechanisms in RPGs (pdf, html) by Torben Mogensen at John Kim’s RPG System Design Page. The essay discuss about calculating probabilities and qualities of some method. There are also some discussion about other randomizing methods like cards and an example of how to use probability formulas in gameContinue reading ““Dice-rolling mechanisms in RPGs” by Mogensen”
I will be speaking about role-playing theory (with Satu Heliö) and character driven role-plying game design at Tracon II, 28th October, Tampere (Tracon is table-top and live-action role-playing game con). Character driven role-playing game design presentation draws heavily on PhD research. The goal is to present some design aspects in very practical and understandable form.
I got some new books. Game Writing Narrative Skills for Videogames is one of them. I have just browsed it throught, but I desided to comment one thing that I noticed. In Chapter 1: Introduction to game narrative Richard Dansky writes: Immersion is arguably the ultimate goal of videogames. Immersion is making players forget thatContinue reading ““Game Writing: Narrative Skills for Videogames” by Bateman (ed.)”