Hi everyone! Des and I are excited to introduce a new column that we are going to be starting up called Playing With Aesthetics! A little while back, Des wrote a piece touching on the MDA framework which both of us find really interesting; it’s a great way to look at games. We have not seen much out there that tries to use this lens to categorically database games, so we are taking up the task! Continue reading
Here in the WILA posts, I oscillate between picking out a single game mechanic and elaborating on its many design benefits, and highlighting a single theme or goal of a game’s design and picking out the design choices which serve that theme or goal in the game. For Dragon’s Crown, I’d like to do more of the latter and talk about how the game packs itself full of story (of the flavorful characters, locations and histories kind) without stopping the action.
But first, a generally non-controversial assertion: players like playing.
Thanks to David and Holly over at Comparative Geeks for the nomination for the Liebster Award. We love the concept of these things. It is a great way to share the community with like minded people. Since we already did something very similar for the Sunshine Blogger award we will direct you to that article for good references and facts about us. The Liebster adds in some directed questions though, so we can add some additional info! Let’s see: Continue reading
Dragon’s Crown is Vanillaware’s latest masterpiece, and I plan to lose myself in it for many hours. It is an Action Beat ‘em-up style game, self-described as ‘Swords, Dungeons, Sorcery, Dragons’ with ‘gamemaster-style storytelling’. From Vanillaware’s past work (Odin Sphere, Grim Grimoire, Muramasa) I know to expect a beautiful, solidly-designed game.
[Note from Destina: We’ve got a special guest writer this week – Florencia Minuzzi from teawithflo.com. She also happens to be my partner in a new game design venture. As a writer, I felt she was more qualified to step up and talk about today’s topic: creating resonance between the player and the main character of a narrative game. Nothing is really spoiled beyond the first few minutes of the game, but if you prefer to play knowing nothing, then you’ve been warned. I’ll leave the rest to her.]
Hey everybody, apologies for the break, but vacations happen from time to time. I’m back, so let’s get started. While on holiday, I blazed through Shin Megami Tensei IV. I had a few things in mind to write about it, but when I read Dyl’s post last week I knew it was a good opportunity to follow up on theme.
While discussing the post last week with my brother, I hit upon the argument multiple times that some of his comments reflect something about him personally, but are also signs that the mechanic as a whole is a bit broken. By ‘the mechanic’ I mean money acquisition and purchasing of resources in most RPGs, and by ‘broken’ I mean that it ultimately just wasn’t accomplishing much in the game to justify its use as a mechanic. I don’t think I’m alone in this assessment, but instead of dwelling on the reasons for this, I would rather spend my words here focusing on how I think Shin Megami Tensei IV quietly improved on the standard.
You don’t know Project Evolution (at least not the one I’m talking about), and I can’t link you to a convenient description. It’s a rough design for a tabletop roleplaying game I’ve been working on this week. I am running an early prototype playtest this weekend just to feel out the main concepts and mechanics, and thought it would be interesting for you to read about what I’m hoping will work out in my own design this time around.
This has been a long time coming. Anybody who has spoken with me about games, especially role-playing games, knows that Final Fantasy 13-2 captivated me. I was never sure when (or if) the time would come that I would find a productive and self-contained angle from which to approach it.
Many people like many different things about Dungeons & Dragons – the storytelling, the fantasy action, the camaraderie, the layers of customisation. It’s safe to say that I like the philosophies behind D&D Next: understanding what the game means to everybody who plays it (or might play it given the chance) and reconciling those motivations.
However, I did enough talking about general goals in WIHILA D&D Next. Instead, let’s talk about something more specific which I’ve had some experience with during the playtest: non-combat rules in D&D Next (because rules for engaging with games which don’t involve combat don’t generally get enough love). More specifically, new rules for Exploration.