Last week I talked about the nature of doing a battle royale / hunger games style LARP and the challenges involved in creating the ruleset for that game. This week I want to talk about a possible ruleset that overcomes those challenges.
My situation has changed a little bit, I’m temporarily only working for an hour a day or so while I wait for 404 to get made. Once that’s done I can go back to full time to see Wizard Academy through to completion, but in the meantime I find myself with a lot of time on my hands. Last weekend a friend at the fetish market gave me a suggestion for a mini-project that a colleague has subsequently described as “Dangerous, misguided and fun”. I may be forced to give it a shot.
I backed Coup on kickstarter a while ago and my game arrived the other day. A friend visited and we tried a few two player games which were both extremely short and somewhat lackluster, after twenty minutes (and three games) I was ready to give it up as a bad investment. Then we had a few more people come and join us and decided to play one more game.
I was reading an article on Hyperbole Games earlier, in which Grant discusses fine tuning games. His background in economics gives him an interesting perspective and the rest of this post is on a tangential topic, so you won’t learn the bulk of what he read here – go check it out Before I start on my tangent I’d like you to have a think about this image:
Last week I talked about games which were biased to produce a win for one side and why that might be desirable. In a nutshell the answer is because your friends probably aren’t all at the same skill level and it’d be cool to be able to play against them and have a tense gaming experience.
This is just a quick post to say that I’ve made a page for Wizard Academy, which I’ll update from time to time as the project takes shape
One line posts are boring, so while we’re here it might be fun to share a silly story from the last campaign. When I wrote to media sites to try to inspire them to write about 404 I wrote messages to each of my target sites individually, I tried to talk about their particular interests and needs and what I could do to make it easy for them to do a piece on 404. After a few days of this I started to become a little unhinged, repeating the same task for long enough generally makes me feel a little lightheaded, you might find some amusement in a press release I wrote at the height of that feeling:
Wow, it’s been a really long time since I posted here. For the best part of a year I updated this blog nearly daily, then I launched my Kickstarter and went over to updating there (44 times!) and never got back into the habit of posting here. I miss talking about game design in general terms so I’m going to try to get back to it – but ultimately I’m spending so much time working on games at the moment I’m finding myself with very little time to write about them. So the new plan is to update once a week on Wednesday, more if my schedule allows it, but never less. It would be a shame to let this blog suffer a permanent death.
I’ve commented before that many successful games get players to imbue their pieces with more meaning than they hold within the rules. If this were not so important then I imagine that abstracts would be the most popular genre of gaming.
I wrote a guest post for unboxed today. Go look!