Game Design

Blizzard launches standalone, souped-up Overwatch viewer for esports event

Social/Online Games - Gamasutra - 31 October 2018 - 2:14pm

Blizzard has rolled out a standalone spectator mode that gives fans of its Overwatch League esports events a more hands-on way to watch the upcoming Overwatch World Cup. ...

Categories: Game Theory & Design

Should Gaming Companies be Concerned about Addiction? - by Antonio Torres

Gamasutra.com Blogs - 31 October 2018 - 7:40am
The vast majority of gamers aren't addicted to their devices. However, addiction to games is possible, and that is enough to signal to game developers that they must adapt to (and maybe even educate players about) the realities of gaming.
Categories: Game Theory & Design

PixelFest 2018, Steve Hendershot (Undisputed Street Fighter) - by Jeremy Alessi

Gamasutra.com Blogs - 31 October 2018 - 7:38am
Street Fighter celebrated its 30th anniversary in 2017 and Steve Hendershot captured the history of the series to a depth not previously seen.
Categories: Game Theory & Design

The Alternate Reality of Red Dead Redemption 2 - by Nate Smiley

Gamasutra.com Blogs - 31 October 2018 - 7:11am
A fan's take on Red Dead Redemption 2 and its divisive place among modern games.
Categories: Game Theory & Design

Boyfriend Dungeon: the secrets of their email marketing strategy - by Chris Zukowski

Gamasutra.com Blogs - 31 October 2018 - 5:44am
Falling in love with Email Marketing: How Kitfox and their fans found love.
Categories: Game Theory & Design

The Horror Of The Mind’s Eye

Gnome Stew - 31 October 2018 - 5:00am

What types of stories scare you the most? Is it the madness of the unknown from Cthulhu or the social and body horror of Bluebeard’s Bride? Some find terror in the monster’s teeth inches from their character’s neck, while others flee from the faint noises and shapes in the darkest part of night.

I’m going to tell you a not-so-well-kept secret that I’ve heard from most horror GMs; you will never describe anything as scary to a player as what they create in their mind when left with unanswered questions.

Things that dwell in the unknown

I’m sure it’s nothing.

“In the center of the room is a simple wooden table. A dark liquid is dripping from the tabletop onto the floor. As you get a little closer you can see an ivory letter opener that, while dull with age, is perfectly clean and untouched by what you now recognize is blood. It’s almost like opposite poles of a magnet pushing and battling against each other. The letter opener appears to be winning.”

This scene sets up players to have a lot of questions and tension without any direct threats. The danger, if there is any, exists in the unknown parts of their situation. It’s a simple setup that works in a dungeon, 30’s noir mansion, or on an alien space station. Little gems like this are things that you can create, use, and remix for future horror games. The threat isn’t the monster that awaits them, rather it’s the fear of not knowing what form danger will take. Is the letter opener their salvation or their ultimate ruin? Time and their decisions will answer that question.

I will caution you that this doesn’t mean that you should make everything an unknowable mystery. Just like in the classic, “A gun in the first act will go off in the third” trope, the objects and people that inspire fear should pay off in the end. Too many red herrings quickly stink up any story.

The mundane becomes the terror

There is a great guest post by Patrick Benson from back in 2006. It’s all about using those creatures that would normally be considered harmless in an RPG, like a bumblebee, and turning them into fear inducing beings.

I was in a Halloween game of Dread playing the owner of a small country inn. The innkeeper asked the other characters if they were hungry. When a few said yes he walked over to the freezer, protectively peaked inside so that only he could see the contents, and said, “Good! We have meat.”

That changed the way everyone saw both my character and that simple freezer. What was inside? Without knowing the answer, the other players filled it with fear and the frozen bodies of those that had not been smart enough to avoid evil. Really it was just full of poorly organized deer meat. A cold storage device became an object of terror that I still think about whenever the subject of horror comes up.

You can bring that same sense of drama as a GM with normal things acting in abnormal ways. Players are looking for things to be scared of, so plant the seeds of fear! An analog phone disconnected from the wall that still rings anyway is a classic trope for a reason. If that ever happened to me in real life I’d burn the house down and move away because I’ve seen a horror movie. Jim, my innkeeper with a creepy freezer full of meat, might feel differently.

Sounds like a scary situation

People have been using music and sound effects to set the mood at the table for years. Now horror has been gifted with the popularity of Autonomous Sensory Meridian Response (ASMR). They are audio recordings of certain noises like tapping fingers, brushing hair, or whispering that evokes a response from the listener’s brain. They are all over YouTube if you’re curious. It was a Twitter user, I can’t remember who, that I first saw talking about using layered ASMR tracks as background noise during a horror game. If you know who it was please leave their name in the comments so that I can give them credit!

Trust me when I say that having multiple voices whispering in the background and making your brain tingle is unsettling at best. Even a single non-verbal track adds a weird atmosphere to your game. Two hours of gloves caressing a microphone and stroking a feather can sound downright sinister!

You can always check your favorite streaming music service for Halloween themed sound effect albums. They do the job in a very thematic way. Try combining the two!

When in doubt ask

Be careful of what you wish for…

“A hellish creature bursts through the door. It is the embodiment of your deepest fears. What does the monster look like?”

Giving the player ownership of their character’s deepest fears is powerful. I know that some GMs have trust issues when it comes to giving players control. What if they try to be silly and say, “It’s a giant rubber ducky?”

My response might be something like, “It looks cracked and worn by years in the sun. There is an intensity in its painted eyes that triggers the long-buried memory of your cousin Justin’s death. You can see in your mind’s eye the image of a much smaller version of this same duck floating next to his lifeless body. Much like then, you could swear that it just smiled and winked at you.”

They asked for it, so give it to them. As a person I know what to do with a maniac with a chainsaw; run away. When it comes to a giant plastic duck that is murdering my bloodline I have no idea. As a GM, take their ideas and build on them.

Safety

Horror automatically comes with a high potential for traumatizing players, so I always make sure that I have a full safety toolkit at my disposal. There have been several wonderful articles written here on the Stew that cover the subject.

Read them, find what works best for your group, and have fun in the freedom of getting scared! This is the chance for all of you to really terrify each other while everyone stays safe!

What tricks do you use to scare your players? What is the most terrifying moment that you’ve ever experienced in a game?

Categories: Game Theory & Design

Ubisoft CEO: Cloud gaming can help AAA games grow beyond PC and console

Social/Online Games - Gamasutra - 30 October 2018 - 11:47am

"We think in the medium term this will give games that have a lot more appeal than what we have today,† said Guillemot. ...

Categories: Game Theory & Design

Income from player recurring investment rises to $297 million for Ubisoft

Social/Online Games - Gamasutra - 30 October 2018 - 11:22am

Despite an unexpectedly competitive couple of months, Ubisoft says its properties performed well during the first half of its 2018-19 fiscal year. ...

Categories: Game Theory & Design

The Reset Problem: A Case for Single-player Matchmaking - by Fabian Fischer

Gamasutra.com Blogs - 30 October 2018 - 8:12am
Match-based single-player games have an inherent efficiency advantage over more linear formats. However, this advantage is threatened by a specific design problem that frequently occurs in those kinds of games and yet is rarely talked about explicitly.
Categories: Game Theory & Design

At Meaningful Play: The Midwest - by Mars Ashton

Gamasutra.com Blogs - 30 October 2018 - 7:24am
Explore the Midwest's development scene through a retrospective look at years of attending and organizing community-oriented events.
Categories: Game Theory & Design

I made a Halloween VR game and I'm not happy with it. And that's okay. - by Josh Marinacci

Gamasutra.com Blogs - 30 October 2018 - 7:23am
According to the design doc I wrote, I have finished my Halloween game. All of the features are complete, so why aren't I happy with it?
Categories: Game Theory & Design

Developing Video Games That Get Players Off the Couch - by Antonio Torres

Gamasutra.com Blogs - 30 October 2018 - 7:20am
Active gaming titles should not be developed as a replacement for exercise or fitness activities; they should be developed for the purpose of making them fun and engaging.
Categories: Game Theory & Design

PixelFest 2018, Grant Shonkwiler of Fortnite, Doom, and Rage (Video) - by Jeremy Alessi

Gamasutra.com Blogs - 30 October 2018 - 7:16am
From PixelFest 2018 Developer Day in Norfolk, VA. Grant Shonkwiler discusses his journey from producing small mobile titles to delivering massive AAA hits and beyond.
Categories: Game Theory & Design

The Three Factors of Effective Horror Design - by Josh Bycer

Gamasutra.com Blogs - 30 October 2018 - 7:15am
Horror can be a tough genre to design around, but there are three elements that must be present if you want to get a scare out of the player.
Categories: Game Theory & Design

The rising need for game economy designers in freemium mobile games

Social/Online Games - Gamasutra - 30 October 2018 - 7:00am

Pietro Guardascione of Candy Crush maker King argues that there will be a sharp increase in demand for "analytical game designers" who work closely with lead designers on key game systems. ...

Categories: Game Theory & Design

All the World’s a Stage

Gnome Stew - 30 October 2018 - 5:00am

 

“and all the men and women merely players” — William Shakespeare

Halloween is nearly upon us, and soon, no one will look twice at a person dressed as the murderous Michael Myers or as a walking talking human sized piece of candy corn. Halloween encourages everyday people to imagine costumes to wear, attend parties, and even to play a little pretend. Take advantage of the spooky season and introduce some new players to role-playing games! The next time you need another player for your game, don’t just think about who plays the games you do. Think about who should play the games you do. Let them know what they’re missing!

So, what’s your costume? 

Why do we rack our brains over who to be and explore endless costume racks for what to wear for Halloween? Not to mention, occasionally we spend an obscene amount of money to manicure every detail. Why do we do it? Why do we go through the hassle year after year?

Can it be that it is just fun to do? I mean, it only comes once a year. When else are you going to dress up, put your feet in another person’s shoes, and get to play a character? See where this is going?

Role-playing in disguise?
  • Theater: We pay big money to watch, or possibly experience, theater. We audition just for the opportunity to play a part. Skits are used on big time shows like Dancing with the Stars to amplify dancing competitions, they preempt Christmas choir performances, and they are used in comedy all the time. SNL anyone? We prize actors of the silver screen, paying our favorites absurd amounts of money collectively. People pay for the privilege to observe, to experience, and to be entertained.

Maybe we do it for the prestige, the story, or the love of acting…

  • Comic Conventions: They attract thousands of people at shows all over the country. A few of them attract over a hundred thousand attendees per convention. Thanks to the internet and our social media obsession with images, we are inundated with pictures of cosplay super heroines, anime heroes, cartoon characters and everything in between! There are even shows, contests, and prizes dedicated just to creating costumes.

Maybe it is a form of hero worship, or we do it to honor the creative crafting spirit of it all.

  • Historical Reenactments: There is something to be said about retelling history. Reenactments help us get in the mindset of other times, other places. Reenactments are a long-held tradition like storytelling through performance. Is time what gives these activities their general acceptance?

Maybe we do it for the value of passing on history or the act of storytelling itself?

I can’t quite put my finger on why we dress up, why we embrace the opportunity to be someone else, but there is an enjoyment and general affection that is shared among the participants in these activities.

Maybe we all crave escapism…

What is abundantly clear is that there is common ground for why we wear costumes and why we enjoy role-playing games. So, why aren’t game tables overflowing with role-players like candy pails on Halloween?

Wearing a Costume

Shakespeare famously said, “All the world’s a stage, and all the men and women merely players”.

The point is, it isn’t weird that you like to be someone or something else sometimes. It isn’t weird or wrong that you feel different in different clothes. Identity is powerful and we identify with how we look — how others look. Far too many role-playing enthusiasts are shy to speak about their impassioned hobby. For a good reason too, Dungeons & Dragons has been socially polarizing for many of us over the years. The funny thing is, people are playing role-playing games all around us. They always have!  The funny thing is, people are playing role-playing games all around us. They always have! Share3Tweet1+11Reddit1Email

When you were young, maybe you had tea parties with your imaginary friends. Have you ever played Cops & Robbers or Cowboys & Indians? I for one used to run around the school yard acting out comic book characters. Maybe you just sat on the sofa imitating British accents or your favorite cartoon voices. If imitation is the sincerest form of flattery, whatever nerd stigma came of the past is no longer so divisive, so ostracizing. Given how widely we imitate others, how often we mask ourselves, what do we have to hide in the first place? 

We are all actors and actresses. Maybe you like yourself better after a beer buzz. Is that suit you wear to work for show or do you feel empowered by it? What if you were a baseball player, a police officer, or a doctor; is it the confidence in how you wear the outfit or the skill of how you actually perform in it?

Take a minute to carefully consider how you hide your hobby… and ask yourself, does it matter anymore? Worse…are you not including someone else in what makes you happy?

Don’t hide your games from the public. Don’t make excuses. If times haven’t changed, then we are definitely starting to see them differently. The next time you need another player for your game, don’t just think about who plays the games you do. Consider the kid practicing their British accent. Consider the Dad who is reenacting Pickett’s Charge this weekend. Ask anyone who has ever auditioned for theater — or ever wanted to.

With the spirit of Halloween all around us, you couldn’t be more surrounded by people with a reason to be interested in playing a role-playing game with you. Your next player is right in front of you, quit looking past them.

What audiences can you think of that are role-playing in disguise!? Who did you role-play as when you were a kid? How do you hide your role-playing hobby from friends and family? 

Categories: Game Theory & Design

Sandy's Soapbox: Confession: I've Been Seeing Another Blog

RPGNet - 30 October 2018 - 12:00am
More about the cost of writing.
Categories: Game Theory & Design

EA reveals Project Atlas, a new game dev platform 'in the cloud'

Social/Online Games - Gamasutra - 29 October 2018 - 5:39pm

Electronic Arts claims it now has over 1,000 people working to unite its disparate game tech (the Frostbite engine, etc.) into Atlas, a unified hub for building and running games 'in the cloud'. ...

Categories: Game Theory & Design

Twitch teams up with Harmonix to develop a streaming karaoke game

Social/Online Games - Gamasutra - 29 October 2018 - 1:39pm

Twitch is teaming up with Harmonix to develop Twitch Sings, a streaming karaoke game, to the platform. ...

Categories: Game Theory & Design

Bethesda hasn't forsaken the Switch, despite Fallout 76 skipping the console

Social/Online Games - Gamasutra - 29 October 2018 - 12:34pm

Bethesda marketing exec Pete Hines says that Bethesda considers the Switch to be a viable platform, despite Fallout 76 and The Elder Scrolls: Online both passing the console by. ...

Categories: Game Theory & Design

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