Independent game design from beyond the grave

Brainstorms

Feb
26
Posted by Jared Sorensen at 8:30 pm

Just created a new game experiment and played it over IM with four unsuspecting friends.

It needs context and I need to suss out the details re: the buttons and their functions but here’s how it works:

I pinged four friends who were online with the message: “You there?” and once they all replied, I sent them this message:

You are standing in a square chamber with three other people. They are strangers.

On each wall of the room there is a button.

If you press BUTTON 1, you will earn 5 points.

If you press BUTTON 2, you will earn 3 points.

If you press BUTTON 3, nobody earns any points.

If you press BUTTON 4, the game ends.

If you pass, you earn 1 point.

If two or more people press the same button, that button will not function.

What do you do?

When they chose, I repeated their choice (ie: “You picked button 3″) and made a note to myself what they chose. When all four had made a choice, I announced what happened. In the first round, nothing happened. Two people wanted to end the game, the other two opted to prevent anyone from scoring points. We played two more rounds, each time I altered the functions of the buttons.

Round 2

The buttons have changed.

If you press BUTTON 1, you will earn 3 points.

If you press BUTTON 2, you will earn 3 points.

If you press BUTTON 3, everyone gains 1 point.

If you press BUTTON 4, the game ends.

If you pass, you earn 1 point.

If two or more people press the same button, that button will not function.

What do you do?

Round 3

The buttons have changed.

If you press BUTTON 1, you will earn 10 points.

If you press BUTTON 2, the highest score will lose 2 points.

If you press BUTTON 3, everyone loses 1 point.

If you press BUTTON 4, the game ends.

If you pass, you earn 1 point.

If two or more people press the same button, that button will not function.

What do you do?

At the end (which was prompted by one player pressing button 4, which always ends the game), I announced the final scores. I noticed nobody ever passed their turn to score the 1 point and most often people chose to try and end the game or screw the other players.

You should try this out with your own four random friends and see what happens.

Feb
22
Posted by Jared Sorensen at 1:55 pm

Had a dream last night.

I remember wearing a red leather jacket and a mask. I was called either Skunk or the The Skunk and I was some kind of low-tier street vigilante type. I was quick and strong and tough in that generic superhero way but my abilities didn’t really approach superhuman levels.

I was in a warehouse/scientific lab controlled by the Mob. After pilfering a plastic bag filled with white powder (NOT drugs, something to do with the ingredients for a stink spray gun I was working on?), I tried to escape but was intercepted by goons. One of the hilarious bits was when I avoided the goons and while running through the lab’s machine shop, rummaging through all the tools strewn about to get a serviceable weapon. I think I ended up with a big-ass screwdriver and a bolt-cutter but not before I cut myself grabbing a butcher knife that was on a workbench.

I don’t remember much after the subsequent fight scene, save for the ubiquitous hot female villain in the leather outfit who showed up at the end. And scene.

* * * * *

Woke up pondering a character creation system where two players had to collab (Lee & Kirby style) on a superhero character. One does the backstory and the other designs the character’s look.

* * * * *

Which brings me to a current idea. You write your character’s personality traits down in secret and you get experience points at the end of the game if the other players can guess what those traits are. Was thinking about that long review of Phantom Menace and how interviewees could easily describe Han Solo and C-3P0 but were stumped when trying to sum up Qui-Gon Jinn as a character.

* * * * *

I have a cold.

Feb
08
Posted by Jared Sorensen at 4:16 pm

Polymorphous, atavistic hybrids, bioengineered by an unknown, alien intelligence. The creatures were designed to be used as ground troops and for manual labor. Their cellular structure is highly malleable, influenced by the ecological system where they are introduced. Proteans are born inside corms, life-support pods that house their bodies during interstellar travel. While inside the corm the protean is not yet fully formed and exists in a state of suspension where cellular decay is halted.

Early experiments revealed that the nascent protean’s body is amoeboid in shape, possessing a rudimentary humanoid shape but without much in the way of features or definition. When dropped onto a planet’s surface, the corm feeds environmental data into the protean via a conductive fluid that surrounds the creature. We do not yet understand how this data is transmitted nor how it is absorbed by the protean. The end result is that the corm programs the creatures DNA and this determines the creature’s ultimate form. Because of size constraints, the proteans are birthed at a roughly humanoid size but may grow larger as they age.

Development of the newborn protean into an adult occurs at a highly accelerated pace. Protean embyros are globules of organic matter kept in cryogenic suspension. Once thawed, the globule may be manipulated to induce mitosis, allowing for an exponential increase in the supply of protean DNA. Once thawed, the embryonic globule must be housed in a corm or it will be rendered nonviable. The most curious trait of the protean is that it may be returned to its corm and “decompiled” back into a prenatal state. This process takes up to a year to complete and effectively kills the creature inside.

The terrestrial form of the protean on Earth is called a “goat”: a bipedal humanoid, approximately two meters tall with slight variances. They possess honeycombed bone structures and dense muscles, making them strong and agile. Protean goats are named as such due to the short horns that grow from their foreheads. A smaller pair of nubs grows from the creature’s lower jaw and erupts from its chin. Goats are red-green color blind and light sensitive, causing many to adopt tinted goggles to protect their eyes from UV rays. Hearing is slightly better than a human’s but their sense of smell and taste is muted.  Goats aspirate through their mouths and a fluted, nostril-like orifice. They have a large lung capacity and are at home in low oxygen, high altitude environments. They display discomfort in humid or polluted conditions and wear respirator masks to assist in breathing. Their skin tones are pale and body hair is fine and sparse. The most unusual features are their long arms, allowing them to ambulate using their hoof-like hands and feet. Goat hands are not especially dextrous, their most obvious handicap. Each hand is comprised of an opposable thumb-like appendage, a finger approximating a human index finger, and a horned “hoof” that can be walked or used as a blunt tool but not for fine manipulation. Goats curl their thumb and forefinger up and use the hoof-hand for locomotion. Using this method, they have a loping, quadrupedal gait and can move rapidly, albeit ungainly.

Jan
26
Posted by Jared Sorensen at 12:06 pm

Work continues s-l-o-w-l-y on Samovar’s leveling. He’s a level 12 dwarf priest on WoW’s Sentinels server. Doing the whole pacifist holy priest thing where he only kills demons, elementals, undead and “stuff without a face.” Also doesn’t eat meat or fish.

Man, it’s tough relying on exploration XP as your primary source of experience. But it turns out it’s quite fun. Lots of delivery/messenger quests and anything where I have to run into an enemy camp with Power Word: Shield on, grab an item and run like hell. I actually feel a little sad/ill when I accidentally swipe a critter with my mace while it’s trying to eat me. I get into some ethical debates with myself. “If the monster is diseased and the quest is to end its suffering, is that okay? How about an alien beast (the ravagers on Azuremyst Isle)?” I decided it is okay. But I don’t kill spiders or crabs or catch fish.

Exploring Azeroth has been fun. I like the exploration achievements and feel a little rush when I’ve uncovered an entire zone. Kudos to Blizzard for ripping something off of LOTRO (rather than the usual other way around! Hah!).

Reminds me of Will Wright’s bit about playing a battlefield medic in TRIBES where he healed everyone, friend and foe, until the enemy started to realize he was just healing people and stopped attacking him. Another example of game design as mind control.

I’m looking forward to the day when more games allow player-created modes of play (player-created content is fine but modes of play is even more intriguing). Get to level 10 without killing anything? Get an achievement. Get to level 10 without dying? Get an achievement.

Now if I can just make it to level 15 so I can start doing dungeon instances with groups I might actually have a chance at leveling more than a level every few days.

Jan
25
Posted by Jared Sorensen at 10:37 pm

This is a song by the synthpop group Beborn Beton called Mindforce. I have no idea where the concepts in the song came from (probably a variety of sources rather than a single one) but I would love to make this into a game.

Nocturnal mission – stage one – sit down – relax
Is this reality – is this the place called Metroplex
This has affinity with none I’ve seen before
It is intentional – I don’t like to be bored
Bulk dump request sequence terminated now
Shut down the sentinel and you’ll be getting through
Somehow – somewhere – security alert
The system’s aware that I’m in – but too late
I have taken control of the master console
Checking up all of the human input devices
A beam of light went through my eyes
Through my mind
Read your genetic code
To start the mind’s destruction
Incoming data – the victim has been found
Age 26 – Catholic – convincing bank account
Data restriction the subconscious kind
Virtual bombers attacking the mind
Overtaking routine in progress
That while deleting is forced to deliver the rest
Of the new personality code
I am transforming – incoming warning
His brain repulses – a smile on my face
As I’m unjacking Brad H. to finally exit the game
A beam of light went through my eyes
Through my mind
Read your genetic code
To start the mind’s destruction
Corrode me
Decompose
My eyes they have seen
What I could’ve been
A raven cries
When the vigilante dies
Jan
25
Posted by Jared Sorensen at 2:04 pm

I’ve had three good theoretical ideas in my life as a game designer, all of which I’ve put into practice.

Premise. I was swinging this hammer in the 90′s when I realized that Vampire was a terrible game that lied to its players (as Ken Hite said: “Don’t lie to your customers.”). The idea that good games had an “aboutness” that informed both design decisions and play decisions. Ron co-opted the term to cover Lajos Egri’s theories about narratives but the basic concept remains the same. Game and stories have premises. A premise in a story informs the narrative while a premise in a game informs the design. RPGs need both: a design premise (what is the GAME about) and a narrative premise (what is the STORY about). Games are not stories, but you can tell a story within the context of a game… this is what makes RPGs unique. The player tells the story, not the game designer.

The other were the Beeeg Horseshoe Theory and of course, the Three Questions. But I don’t want to talk about those right now.

Sep
21
Posted by Jared Sorensen at 2:39 pm

Watching Leverage and thinking about the characters and how they fit into their defined roles in the story. The show is basically the A-Team with less cartoony violence and more female characters. Con artists who play Robin Hood, more or less.

There’s the Mastermind (Nate), the Face (Sophie), the Fighter (Elliot), the Wizard (Hardison) and the Thief (Parker). But the interesting thing is, they’re all competent at each others’ roles. There’s no niche protection for the most part. Parker will don an FBI uniform and talk her way past a situation while Hardison can abseil with the best of them.

In this show, the niche doesn’t define what the character does or can do (like in most RPGs), the niche defines what they normally do NOT do. When Parker has to masquerade as an FBI agent, she does so quite well but is sure to add her own wrinkle to the performance (weird, inappropriate comments and awkward body language). She pulls it off but does it in her own style. And it’s funny and/or cool because the audience isn’t used to seeing her in this light. We expect Sophie to pull this off. It’s not surprising when Elliot disarms some gun-wielding goon.

Niche protection = audience expectation.

This is one of the ways InSpectres brings in humor through the mechanics. The character with a 4 in Contact is assumed to be the spokesperson, but if the player with a socially awkward character comes up with the idea to talk to the client, that player has to make the roll. Success or failure, the result is interesting because it’s outside the character’s niche.

EDIT: “The Stork Job” is Parker’s episode… she has screen time “4″ in Prime Time Adventures parlance.

Sep
15
Posted by Jared Sorensen at 9:55 pm

Walking around Manhattan, down into the subway and past skyscrapers I thought of the city as being a modern day microcosm of ancient Greece. The gods live in the highest peaks of the Olympian while Hades rules the underworld of the subways (swipe your OboliCard or Charon will fine you… or worse, sic Cerebus on you).