The Bookshelf
  • The Gargoyle
    The Gargoyle
    by Andrew Davidson
Links
Thursday
Sep022010

Off to PAX

I'm off to PAX this evening, so I might not have a more substantial post here before the beginning of next week. I'm bringing some cameras with me, though, so I might put up some antics if I manage to capture anything noteworthy.

I've also put together a pre-PAX-party mix, if you want to take a listen. If you're going to be at the show, find a CCP or WW staffer and ask nicely for an invitation. Your best bet is to check at the booth (1332) on the show floor.

Here's the track list for the set:

Grum, “Through the Night”
Dragonette, “Fixin to Thrill” (Don Diablo Remix)
Don Diablo, “Blow” (Chew Fu Phat Remix)
Disco Trash Music, “Neon Disco” (autokratz Remix)
Deadmau5, “Moar Ghosts & Stuff”
MSTRKRFT f/ Li’l Mo, “It Ain’t Love”
Usher, “Love In This Club” (MSTRKRFT Remix)
bt, “Suddenly” (Cicada Mix)
Benny Benassi f/ Kelis, apl.de.ap, and Jean-Baptiste, “Spaceship” (The Toxic Avenger Remix)
Kaskade, “Fire In Your New Shoes”
Robyn, “Dancing On My Own” (Rex the Dog Remix)
Lady Gaga, “Bad Romance” (Chew Fu Remix) 

Monday
Aug302010

Subtractive Design

I remain an enthusiastic observer of the ongoing Guild Wars 2 development. In particular, I like that they're challenging the MMO trinity of DPS-healer-tank. And of course, whenever I find myself liking something, I get all upset and manage to find some aspect of it that gets me all bent out of shape. Clinically, I'm not sure that's neurosis, but, hey, shake what yer mama gave ya.

Depicted: legitimate trinities.My primary point of contention is one of fundamentals. First off, who's the authority who claimed that DPS-healer-tank is a "trinity"? Who imparted divine status on this mode of content consumption? It's not a holy trinity. It's a default. Many games have proven that you can deliver a steady, spooled, subscribed-to stream of content by rolling with the proven model. Forgive me for getting all fired up oevr semantics, but I don't see anything divine in doing the same thing over and over, especially when it's what most of the medium already does.

And that brings me to my second quibble. Don't start your design with a negative. Don't build your premise on what your game isn't. The Halo franchise wasn't established when a Bungie guy ran into a room and shouted, "I've got it! Let's not build an RTS!"

Of course, all this is a bombastic way of saying that in design, you need to know what you want your player to experience. It's not enough to break an existing model. It's not enough to cast your design in terms of what it's not. The pivotal piece of your game... is what it is.

Over at RPG.net, the term "fantasy heartbreaker" often arises. (Russell and Ben have even adopted it as an eye-winking moniker for their own journal.) The "fantasy heartbreaker" is a title that casts itself in terms of another game -- D&D -- and distinguishes itself only in the differences. "My game is like D&D, only the elves are dinosaurs." "It's like D&D but the combat is way more realistic." "It's like D&D with a much better magic system." The "heartbreaker" comes in terms of the idea being, well, really not good enough to support its own weight, despite the doomed, loving myopia of the designer. "It's like Vampire, but you're a Highlander instead." "It's like Changeling, only it exchanges folkloric themes for gratuitous SCA fan service."

Now, I don't say of any of this to cast the stink-eye on ArenaNet. They're smart, skilled developers and they know what they're doing. I can guarantee you they had this whole conversation and decided what they wanted to do with GW2, even if it started with a critical look at other games in the market and their own initial title and a list of ways in which they wanted to depart from that experience. That's fine, so long as it results in a definitive statement of what their design is and doesn't languish in what their design isn't.

Subtractive design is a productive method of game design. In subtractive design, you pare away what didn't work in a previous design, trim the excess, shear off the experience that's not central. It leaves behind an integral core. It's valid. Negative design, however -- choosing your direction as a derivative of where you know you don't want to go -- well, that's a disastrous and all too often well-traveled path.

Thursday
Aug262010

Open Game Table, Volume Two

Open Gaming Table, Volume 2 is now available in print and digital download formats. If you enjoy reading blogs and ruminations on the things that make games what they are, this Jonathan Jacobs-collected passel of journal entries is a gold mine. I wrote the foreword, so I'm not entirely unbiased on the matter, but you'll certainly find more herein than my perspective. For me, talking about games is as much fun as playing games, so if you're of a similar sort and the about part is as fulfilling as the games part, you'll definitely enjoy this virtual, text-baseed panel of some prominent pontificators in the blogging community.

Monday
Aug232010

Vampires and History (and My Amateur Psychology)

Implicit to vampires is a sense of history. Whether your flavor of vampires is damned to suffer the vagaries of the world for all time (as White Wolf’s vampires have been) or bears a less florid immortality, the idea is often that a given vampire might well have been around a lot longer than your modern mortal era, which is when a mortal discovers them and learns about this ancient (or at least annuated) evil.

In fiction, that’s easy as pie. Throw in some kind of historical flashback as a prelude, fast-forward to you anachronistic blood-drinker lamenting about how it was easier to be a vampire before information traveled so quickly, and boo-yah, you’re done. 

Suggested lapses in history need not be comical. They can be a point of conflict or a source of understanding.It’s harder to accomplish in a game, however. In a traditional tabletop environment, coteries often have pretty tenuous relationships keeping their individual vampires together. Here’s my Nosferatu vagrant, for some reason rubbing elbows with your Gangrel hell-raiser, and we’re hanging out in the back of the Ventrue character’s Maibach as his driver shuttles us to some damned charade the Prince demanded we attend. Now add to that some of the implied history that's available to us — I'm a Roman plebe, you're a WWI doughboy Embraced in the trenches, and the Ventrue is a young turk from the heyday of American Psycho. With nothing in common, from clans to history, what's supposed to unite us when we go about robbing banks, attending Princely demands, or doing whatever it is that we vampires do every night? 

I think of that as a challenge, not a problem. It's an opportunity to make something completely unique. Our coterie, with our weird and disparate historical backgrounds, is now unique. It's more than a stock completion of the MMO trinity of tank-healer-DPS. It's more than just a from-the-book assembly of clan archetypes. Heck, the way we built the rules, our hypothetical coterie doesn't even have to be any different in power level. We can all be neonates with no experience affecting our Traits, with a few allowances made for our histories. My plebe starved into torpor when his patrician sire sealed us both into his crypt to wait out the Vandals. Your doughboy's last memory is of the machine-guns mowing him down before waking in the 21st century with a powerful thirst. Patrick Bateman over there has never known torpor or the fog of ages. And we're good to go. We can skip the anachronisms, if we want, by assuming we've all had a few weeks or months to come to grips with this modern world, or we can take advantage of our implied historical gap and do the stranger in a strange land thing. It all depends on how we want to play it and how deeply. 

A modern perspective contrasted with history or speculation equals content.On a level other than the narrative, as players, we enjoy the ability to create something called a theory of mind. We can understand the factors that make other people's outlooks different than our own. While this has an obvious applicability to game narrative — different roles are important to a roleplaying game — where this really takes shape is in the realm of community. Your vampire and my vampire might not get along, but at least we understand that each other is there and we can potentially project a hypothetical response that each other might have to a given situation. If those don't mesh well, fine; we avoid each other. If they're somewhat in accordance, that's a gold mine. That's a point of commonality. That's a thing we want to do... potentially together, so, hey, next time you've got an evening free or you're online, let me know. We can play a game of vampire together. And maybe your doughboy, my plebe, and Joe's yuppie can finally give that glittering 100-year-old sissy Kindred who dates high school girls what he deserves.

Thursday
Aug192010

Meaningful Choices: Covenants and Sects

The last time we talked about Vampire, we talked about clans. The interesting aspect of clans is that they hit a very important note in Vampire: the idea of the sins of the father being visited upon the child, the very gothic (and Biblical) concept that you may well be damned by a decision you didn't even make. Your sire belonged to organization X, and now so do you.

That's great, and it makes for a nice blog entry, but let's move on to another concept. Let's talk about the social aspect of himself that a vampire can choose

Let me put this up front. I thought covenants were one of the great breakthroughs in Requiem. I know people disagree, and some people find the covenants as presented a bit bland. FWIW, YMMV and all that, but what they provided that was somewhat absent from Masquerade was the ability to, well, choose one's social network. The covenants provided a great dynamism that the Camarilla vs. Sabbat conflict in Masquerade lacked.

That last bit is important. Even though social structures in the form of sects existed in Masquerade, often the choice of clan made the decision of sect for you. Sure, you could be a Camarilla Lasombra, but the setting implied that you'd be spending a lot of time explaining or getting your ass kicked. You could, if you wanted, stretch some definitions and some player expectations and portray a Ravnos antitribu who upheld Camarilla doctrine, or you could be a Sabbat Ventrue without buying into the ideas that supposedly shaped the antitribu of that clan. 

But, come on. Who ever did this? In most cases, you picked your clan partially because of the sect connotations that came prepackaged with it. And that’s what I think the covenants fixed. They established another axis on which to make a meaningful choice for gameplay.

Now, I’m certainly not going to leak any untimely secrets, but this sort of meaningful choice is at the center of MMO gameplay. Given that “MM” means “massively multiplayer,” the sorts of present options that put players in contact with one another and build relationships, well, those are central to the multiplayer experience. 

Choosing your affiliations has value to both PvE and P2P avenues of gameplay. From the PvE perspective, I could choose, say, to affiliate myself with a police faction, a church faction, a gang faction, a league of occultists, “the goblins,” some group of space aliens – whatever the context of the game is, I can find a group with which to align myself and thus procure new content. Similarly, for player-to-player to interactions, “covenants” are similar to guilds and other persistent entities. They’re the groups of common interest, playstyle, viewpoint, and activity.

That’s the key, “meaningful choice.” Requiem provides a diversity of choice, while Masquerade arguably makes the gravity of that choice greater, but the setting makes your decision for you. Thoughts?