Thursday 30 May 2013

New House, 7500+ Posts, and Much More!


Greetings everyone!

I do honestly apologise for the lack of posts lately, but I have suffered the worst of any malady possible - yes, that's right, I've been without internet.

You see, the move went ahead as expected, but the internet was only just connected last night, and then a whole host of problems stood in the way of its use. Let's just say that the Omnissiah took pity on our plight and those problems have gone, because, I am clearly now online...
Unless it is all just a dream...
Onto the matters at hand, though, as I am proud to announce that sometime in my absence we tipped 7500 posts! Something must be going right, because the time between this milestone and the last was significantly shorter than the time before 5000... Lets just hope this continues, eh?
7500+ and counting!
My Qantm studies have begun again after 2 weeks of (not really) holidays (during which we did more work than in the last week of actual Qantm for no reason at all) and I am getting back into their full swing. My IEP group, after some initial bloodboiling, have stumbled onto something amazing and will be presenting it tomorrow for a green-light. I am oh-so-excited to start posting about it, but I don't want to until I have talked it through with them all after our green-light.

I've made some progress on Into the Expanse which I will share in a later post, and my players in my Warhammer Fantasy Roleplay campaign continue to get themselves into increasingly hotter water... Also, a KickStarter project I backed a while ago now, Pad of Geomorphic Intent was completed and shipped, and I have been having fun drawing up lots of geomorphs which I will begin posting to versamus as soon as I have everything set up for that. In the mean time, though, check out the man's webstore (Squarehex) set up after the success of the campaign!

Thanks for reading, now and before, and I will be back to you as soon as I can!


Saturday 18 May 2013

Designing Gameplay Mechanics

I'm currently in the middle of planning with my team our major project for Qantm, an assessment called IEP. Whilst I can't release anything about the project itself, I can mention how I am going about this task. I was thinking today on the mechanics, and I thought I should share my design process for this aspect of games design, as it is often one that people flounder at (everyone can come up with mechanics, but they usually fall flat somewhere along the line).

Designing Gameplay Mechanics

Gameplay Mechanics are, in my opinion, the single most important part of a game. The narrative, the world, the graphics, the music, everything else is still damn important, but if the game itself isn't fun to do, then it isn't a game, really. It is a boring task with nice dressing.
Couldn't have defined them any better...
But getting mechanics right is quite a challenge - usually if enough thought hasn't been put into it, they either feel tacked on, played out/overused, or unnecessary (have you ever played a game where you can do the same thing in 50 different ways for no reason?)

So, how does one do it well? I'm not saying I've found the master stroke, but this system has worked really well in the past for me, and hopefully it will do the same for you.

The System

Remember in school during creative writing you were told to write down the "Who, What, When, Where, Why"? Well, think of something similar to that.

First, you're going to define your mechanic as a "What?" - what is the character doing. This is the heart of the mechanic, but at this most basic point, the mechanic shouldn't be too fun. This is things like "Jumping", "Attacking", etc.

Next, you're going to define your mechanic as a "Why?" - why is the player wanting their character to do this thing? What purpose does it serve? This is where your game comes in... What is the point of the game, and how does the mechanic help your player get to this point? If you don't have a concrete answer at this point, or if another one of your mechanics answers the same thing in this point, scrap it. You only want one mechanic per purpose. Think of Minecraft - each tool does one thing well - this is what you want.
Finally, you're going to define the basis of fun - "How is the player limited from doing this?". I know, this one is a longer sentence - doesn't matter... Here we define the unnecessary obstacle to doing the mechanic, the portion that breeds the fun. This can be enemies getting in the way, or it could be a limited amount of charges to the action, or it could be pit traps. In some way, this part needs to make sure the player can't simply do the mechanic constantly, otherwise it become pointless and boring. This is the part that breeds strategy and difficulty.
Ever jumped in World of Warcraft? Not nearly as fun as in Super Mario Bros.

Recap

So lets shorten this off a bit, and give you an example...

What: What are you doing?
E.g. Attacking in Skyrim.
Why: Why are you doing this?
E.g. You need to kill enemies in Skyrim.
How: How are you limited in doing this?
E.g. You're limited by your Stamina in Skyrim, so that you need to plan your attacks.

Conclusion

If you define your mechanics in these three steps you're better able to see what works and why, and more importantly what doesn't. To many games are bogged down by useless and annoying mechanics which either become the brunt of jokes (like the above), or cause players to put the games down for good.

Monday 13 May 2013

Even More On: Into the Expanse!

Ok, so I lied. From Monday onwards. I felt like a bit of a break after Qantm, but that break has now been had, so I will go back to posting.

Even More On: Into the Expanse!

That's right, we're back with more information on my new campaign, Into the ExpanseLast time I spoke about how the general game will work, but this time I am here to talk about how it will feel and various design choices I have made to bolster that and to increase the effect of the game.

Time is Thrones Gelt...

In Into the Expanse, I will be using an egg timer to plot our rounds of combat. At the beginning of each player's turn, they have until the end of the egg timer to tell me what they want to do. This will encourage players to think ahead and constantly be strategising, but it will also increase tension.

I want Into the Expanse to be tense. Basically.
Hehe, I couldn't resist.
I want players to be making snap decisions, and to see the effects of those decisions played out in front of them (usually resulting in further chaos). The purpose of this is to achieve the effect that, in a fire fight, or when controlling an empire, you really don't have time to sit back and think things through.

In Space, No One Can Hear You Scream...

(Though, they can hear awesome ambient music.)

For Into the Expanse, I plan to have background music set to several playlists - General, Battle, Scary, and Good.
  1. General will contain all music that relates to travel, general ambience, "in-town" music, and anything that could feasibly be played behind any scene that doesn't itself contain much stress.
  2. Battle will contain heavier/faster music that relates to combat, action and tense situations.
  3. Scary will contain softer/darker music that relates to tension, suspense, horror and the like, which will be used when forging through the Warp, or investigating hidden tunnels, etc.
  4. And Good will contain lighter/happier music that relates to brighter horizons and more grandiose themes, which will be used when in friendly locations, during a great victory, or within the grander symbols of the Imperium's power - such as a Cathedral.
The Emperor gave rock and roll to you...
This music will be set up on my laptop and played via a stereo that will sit behind me and face the players. It will be on low volume so as to not drown out the discussion of play, but loud enough to not fade completely into the background. This step will require a lot of testing before it is implemented.

Bring Your Bones and Your Models, Boyz!

I will be running almost all combats with miniatures for this campaign - be they stand-ins or legitimate representations (as it is Warhammer 40k, there are plenty of ready made models to purchase from Games Workshop, though these are very expensive!), but I will require all players to own a model of their character.
Most of the campaign will revolve around the logistics of Space Marine toilet requirements.
Furthermore, as I am testing this out with my current campaign, I will be making NPC cards for my players to keep. These will be small pieces of cardboard which have the NPC's name, description, and affiliations listed on them. Further, there is room for the players to input notes about the NPCs on the back.

The purpose of these two points is to foster player involvement - personally I feel when you're playing with your own miniature, you're much more invested in them doing well, for some reason (perhaps visually seeing "yourself" lose is a greater blow than merely hearing about it). Further, the cards will enable the players to grasp the NPCs and to ingrain them further in the players' minds.

Alternate Reward Systems

Finally, I am looking into new ways of rewarding, and encouraging player involvement within the game. Previously I have used things I call "Lucky Charms", which act as additional re-rolls, etc, but to little success.
Well done on that character journal. Here, have a tour through a chocolate factory of death!
As such, I will be attaching levels of intrinsic rewards and elements of my games design training to the campaign. I have no definitive ideas yet, but I definitely believe that some form of "Wishlist" is perhaps the best suited thus far.

But more on this later...

Conclusion: One Awesome Campaign!

I really want Into the Expanse to shine as a great campaign, and to stand as something I've not done before, or as a beacon for ideas I've had which haven't quite worked out previously but can be altered and made better.

Hopefully I can get this all up and flying properly.

Thursday 9 May 2013

Much Has Changed...

This is an update post, just letting you all know what has changed in my life over the last week (heaps) and letting you know that regular posts will commence again from Saturday onwards. I will do other posts soon regarding several of the points listed below, but I just wanted to take the time to air it all at once.
This is what Qantm does to us.
First up, I finished Qantm Trimester 4. Well, not really. I still have an exam tomorrow, but I am not fussed about it over much. All the hard work is gone and done. Which means...

Chorehammer, a chore management card game that me and three friends were developing was finished today, printed, cut and submitted! I will definitely post more about this later, and intend to show some of the work should my co-creators give their consent.

Also, Light, which I've spoken about before, is now 100% complete and will be submitted tomorrow. I've also been in discussion with my good friend over at Bring It With Nadia, and we may be doing a little bit of press release for it. Which should be interesting!

And, finally, last but not least, my cohort and I got accepted for our preferred rental property! AND WE'RE MOVING WITHIN THE NEXT TWO WEEKS! Many of those I am moving with are in my RPG group, and are all gamers (and several are Qantm students, too), so I will be doing a lot more gaming, a lot more work, and have a lot more to talk about! I haven't discussed this with them, yet, but as most of them read my blog they are about to find out...

...I intend to ask them to co-write some stuff for versamus!

Things are looking up, and much has changed indeed!

Saturday 4 May 2013

Slight Posting Hiccup

Greetings all,

Just letting everyone know that posts will be few and far between for the next week. It is the final week at Qantm for this tri, and my work load turns out to be significantly larger than it was a week ago (I am helping out with the art department now... This should be interesting.)

So, I wont get much time to post. Hopefully I will put up one or two, but no promises.

Sorry :/