Tag Archives: RPG

WILA Final Fantasy 14: A Realm Reborn – Crafting

It’s been a while since I wrote WIHILA Final Fantasy 14: A Realm Reborn,  and those articles are not a prerequisite for this one (but you’re welcome to go have a read anyways if you haven’t yet). Now that I’ve spent some time (understatement) playing the final release , I’d like to draw some lessons about basic mechanical system design from what has easily been the most engaging part of this game: the crafting.

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WILA Tales of Xillia – Player and Character Resonance

[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.]

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WILA Shin Megami Tensei IV – Money in an RPG

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.

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WIHILA Project Evolution: Idea to Prototype

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.

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The Gamer’s Eye: Introduction

Link Eyes

This first post may be fairly long. I will try not to explode onto the page so much in the future but I can’t make any promises as I tend to be quite verbose it my writing (working on that for my “business writing”). Continue reading