Game Design

Persuasive UX: 5 Ways to use power of daily routines - by Om Tandon Blogs - 29 October 2018 - 8:16am
"Daily Routine" features that bring players repeatedly back to games are fast becoming a trend, in this post a close look at the Persuasive UX principles that Game & UX designers use to intrinsically motivate players to keep coming back for more!
Categories: Game Theory & Design

Lessons learned in game art production - Part II - by Ricardo Bess Blogs - 29 October 2018 - 7:39am
This article sums my experience in the production of two tiles: Conflict0:Shattered and Dead Body Falls. The article is divided in two parts and this is part II.
Categories: Game Theory & Design

Record $25 billion games deals could signal top of the market - by Tim Merel Blogs - 29 October 2018 - 7:38am
This year's record $25 billion games deals over just 9 months could mean we've hit the top of the market, as detailed in Digi-Capital's new Games Report Q4 2018. Last time this happened, there was a games deals ice age at the lowest level for a decade.
Categories: Game Theory & Design

Marvel's Spider-Man Design Analysis - by Stanislav Costiuc Blogs - 29 October 2018 - 7:38am
Let's dissect the swinging, combat and content of Marvel's Spider-Man.
Categories: Game Theory & Design

How to Make a Roguelike - by Josh Ge Blogs - 29 October 2018 - 7:35am
A comprehensive primer on how to get started with roguelike development, guidance and tips in 5,500 words and 84 images. (A text version of the opening talk at Roguelike Celebration 2018.)
Categories: Game Theory & Design

The Power of Personality in Games - by Caleb Compton Blogs - 29 October 2018 - 7:34am
These days it is all too common to hear that games are becoming less and less original. But is this the case?And what does it even mean to be original in the first place? This article looks at some ways to make your game feel original by adding personalit
Categories: Game Theory & Design

This is not another postmortem - by Jonathan Prat Blogs - 29 October 2018 - 7:26am
A year ago we relased The Fall of Lazarus. It cost $162.972 and it made $5.155. This is not another postmortem, its a story with letters and numbers, successes and mistakes. If our experience helps somebody, great. Writting it has already helped us.
Categories: Game Theory & Design

Unity Game Development Progress - by Alexander Tikadze Blogs - 29 October 2018 - 7:26am
Game Developing Progress
Categories: Game Theory & Design

How writing a TTRPG strengthened my Chinese-Canadian identity

Gnome Stew - 29 October 2018 - 6:00am

It’s 2018, and with the release of Crazy Rich Asians we’re starting to see a proliferation in high profile projects by Asian American and Asian Canadian creators in film and television. But the way I see it right now, the Asian design community in tabletop roleplaying games finds itself in a situation similar to that of mainstream North American cinema in the late 90s and early 2000s.

On episode 14 of the Fun with Dumb podcast, Dante Basco, best known for his groundbreaking roles as Rufio in Hook and Zuko in Avatar: The Last Airbender, said “99% of Asian roles you’ve seen in your lifetime…roles I’ve played and seen…have been the experiences of a white man”. The same goes for tabletop roleplaying games. With the legacy of Orientalist works such as Oriental Adventures (1985) and the continued popularity of Legend of the Five Rings (1995-present), consumers continue to face selective renderings of “Asian cultures” designed for western audiences. Similarly, with others like The Mountain Witch and High Plains Samurai, predominantly white consumers are given the means to explore and integrate cultural tropes from East Asian cultures into their games.

Now don’t get me wrong, these kinds of games aren’t necessarily racist. They’re just damaging in their misrepresentative natures and reliance on dated tropes.

They don’t tell our stories or enable people to tell real Asian stories.

But here’s the catch. We don’t want to be a reactive community. We can’t just shout into the void calling for proper, positive representation in RPGs. If we want to design games, consume games, and represent ourselves in ways we want, we have to do what creators in Hollywood did. Participate or remain underrepresented. Tell your stories or remain invisible. Act with your dollars and create the projects that you want on the market.

So I did just that and made my voice heard in the Canadian gaming community.

On Curiosity in Focus, the podcast I independently produce, I interviewed a retired engineer named Jack Gin. At the request of the Chinese Canadian Military Museum Society, Jack had recently discovered a lost story from the First World War that would forever change the direction of my life. It was about Frederick Lee – a Chinese Canadian man who never returned from France during the First World War. Frederick was one of approximately 300 Canadians of Chinese ancestry who served with the Canadian Expeditionary Force and the only known Canadian born Chinese soldier to die in combat during the Great War. In the face of widespread social and legal discrimination faced by Chinese communities in Canada, Frederick saw combat during the Battle of Vimy Ridge as a machine gunner for the 172nd (Rocky Mountain Rangers) Battalion and was later killed during the Battle of Hill 70. Like me, Frederick was a Canadian-born Chinese man from a family that emigrated from southern China.

His story is simultaneously heartbreaking and inspiring. It’s one of self-sacrifice, loss, and a search for belonging.

Sounds like it’d fit perfectly into a tabletop RPG, right? I think so! So I searched, looking for a game that might allow me to tell stories in a WWI setting. There was Weird War I – Savage Worlds or Wraith: The Great War, two alternate historical spins on a First World War infused by the dark arts and supernatural. These were naturally not the best choice due to their fantastical elements. PATROL: The Trench Raiders, an expansion of PATROL – A Vietnam War Roleplaying Game and OneDice WWI also presented themselves as an option. And of course, many of the setting agnostic systems like Fate would also work.

I wanted depth. I wanted a game that included a rich historical setting that provided a backdrop through which to tell a characteristically Canadian story. Beyond the readily available games that feature a pseudo-feudal Japanese setting sprinkled with aspects of other Asian cultures, there exist few games in other genres that feature Asian characters or stories.

So alongside two friends, we began to write one of our own – Ross Rifles.  

Ross Rifles is a Powered by the Apocalypse game where players create and inhabit fictional members of the Canadian Expeditionary Force (CEF) stationed on the Western Front. The game will not only teach players about Canada’s contribution to WWI but also highlight the struggles and sacrifices made by Canadians of all backgrounds to the war effort. This process would deepen my connection with Asian-Canadian history and complicate my understanding of who could be a member of the Canadian Expeditionary Force during one of Canada’s defining conflicts. When conducting research for this book, I was unsurprised to see that most popular sources of the war featured almost exclusively white men fighting in the name of Canada. This wasn’t the war I had come to learn about. This wasn’t the complicated and diverse fighting force I was trying to tell stories about. For me, like Frederick Lee, belonging was really important. From my perspective, Ross Rifles is about telling the story of those underrepresented in history texts and WWI media. It’s about complicating our understanding of Canadian identity during the early 20th century. It’s also a way for me to contribute to my own community here in Canada.

So let’s write our own games, create our own networks, and represent ourselves.

Daniel Kwan (@danielhkwan) is one-third of Dundas West Games and Level Up Gaming. You can learn more about Ross Rifles at He’s a creative producer, teacher, GM for Hire, and co-host of the Asians Represent! podcast (@aznsrepresent) on the ONE SHOT Podcast Network. 

Categories: Game Theory & Design

Fuzzy Thinking: Ambush!

RPGNet - 29 October 2018 - 12:00am
Fuzzy improvisation.
Categories: Game Theory & Design

Video Game Deep Cuts: Killing Sims, Redeeming Deus Ex's Tools

Social/Online Games - Gamasutra - 28 October 2018 - 9:49pm

This week's highlights include a morbid piece on killing in-game characters in The Sims series, a plethora of writing around the launch of Red Dead Redemption 2, and an interview on the tools used to make the classic Deus Ex. ...

Categories: Game Theory & Design

Massive apples, cubes draw ire in ranked SoulCalibur VI online play

Social/Online Games - Gamasutra - 26 October 2018 - 12:31pm

Sometimes a well-intended feature can become more of a liability in the wrong hands. A current trend in SoulCalibur VI†™s online play is a perfect example of that.  ...

Categories: Game Theory & Design

Edge Case Games ends development of free-to-play Fractured Space

Social/Online Games - Gamasutra - 26 October 2018 - 10:44am

Edge Case Games is ending development of its free-to-play game Fractured Space and phasing out the game†™s premium currency as a result.  ...

Categories: Game Theory & Design

Lessons learned in game art production - Part I - by Ricardo Bess Blogs - 26 October 2018 - 7:22am
This article sums my experience in the production of two tiles: Conflict0:Shattered and Dead Body Falls. The article is divided in two parts and this is part I.
Categories: Game Theory & Design

Kliuless? #9: China's Gaming Cold War Continues - by Kenneth Liu Blogs - 26 October 2018 - 7:21am
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

The Universal Inaccessibility in Board Games - by Michael Heron Blogs - 26 October 2018 - 7:21am
Are there common accessibility issues across board games despite the fact that every board game is different? The answer initially seems like it should be no, but actually there is a common problem. Board games have manuals, and manuals are awful.
Categories: Game Theory & Design

Remembering the Excellence of Ghostbusters 2009 - by Josh Bycer Blogs - 26 October 2018 - 7:21am
Many games sadly slip under the cracks despite good reviews, and in honor of Halloween, I wanted to pay homage to one of the best licensed games that most of you never played.
Categories: Game Theory & Design

Sequelitis: Continuing Endings - by Gregory Pellechi Blogs - 26 October 2018 - 7:20am
Games that never end aren’t immune from sequelitis. So let's look at what's expected of a sequel and the pitfalls in creating one that you'll have to contend with, especially as a writer or game designer.
Categories: Game Theory & Design

First Week Revenue Data from an Endless Puzzle Game on iOS - by Luke Schneider Blogs - 26 October 2018 - 7:00am
In-depth data and analysis of my first free-with-ads puzzle game on iOS, and how free games are more about multiplier stacking than I first realized.
Categories: Game Theory & Design

When You’re Not Feeling It

Gnome Stew - 26 October 2018 - 2:00am

Sometimes this is what it feels like when the stress gets piled on…

Last week was kind of super awful. I don’t want to get into the specifics, but I was stressed by both a heavy work load and other unpleasant personal things that appeared unexpectedly. You’d think I would have been looking forward to the escape of game night coming up that Saturday, but it was my turn to run a game. I enjoy GMing, but it’s more work than being a player, so it was adding to my stress levels instead of offering respite. I was stuck debating, should I call off the game because I wasn’t feeling it or tough it out and maybe run a less than stellar game?

GMs are human too, so we’re just as susceptible to the vagaries of life’s ups and downs. If things are bad enough in our personal lives, it absolutely can affect how good our games are. When I know I’m sick, upset or exhausted, I’m not going to be the best at giving my players an awesome experience with the game. At the same time, I don’t want to disappoint anyone by canceling a game.

Everyone is going to have their own threshold for when they can go on with the show or when they should bow out. As with most aspects of life, it’s important to understand your own limits and balance those with your commitments. I struggled with this in my early days as a GM and as a result, I ended up not handling things in a way that was best for myself and for my players. There are quite a few dead campaigns that ended without resolution because I couldn’t balance my other life stresses and the game. Thankfully, I’ve gotten much better at balancing things.

While everyone is going to have their own limits, here are some of my thoughts on the subject:

  • Sticking with your routine can be good. When life turns to crap, some people have the instinct to retreat and hide away. Sometimes this is absolutely needed, but other times it’s beneficial to stick with your routine. Amidst the chaos of the stress you’re experiencing, keeping with your regularly scheduled plans can help remind you that life continues, and with gaming, those reminders come with the things you already enjoy and love, both the people and the game itself. Carefully consider whether canceling the game is going to be better than going and getting that taste of positive normalcy with friends you enjoy.
  • While you can’t give 100%, what you can give might be enough. Many of us are perfectionists at heart. We know when things don’t go exactly the way we had intended, regardless if anyone else can tell. Us GMs with this problem will see every flaw, every misstep in our games and often be harder on ourselves than our players ever would be. When you’re struggling with a stressor and you KNOW you can’t give 100% to your game, it can feel like it’s time to hang things up. Thing is, sometimes 50% is enough. Yeah, you know you can do better, but did your players still enjoy it? If your players had a good time, that’s really all that’s needed and if you can hang onto that to get past knowing you couldn’t give 100%, it might help your state of mind as well.
  • Be honest with your players. Let your players know when you’ve been having a rough week and might not be at the top of your game. You don’t need to give them every detail of what’s stressing you out, but they should still get a heads up if you think it’s going to affect the game. Most of us game with our friends and your friends can often tell when you’re struggling with something anyway. They probably already sense something is up, so be up front about having some things you’re dealing with. The people that care about you are going to want to help support you anyway, and if someone is going to be a jerk about you not being at the top of your game, do you really want to game with them?
  • When you do have to call it, be courteous about it. When things are just too much and you really do need to cancel a game, try and be mindful of your players and give them as much heads up as possible. I know that dealing with people when you’re stressed is hard, but their time is valuable too and you want to maintain the trust your group has in you. Try and find it within yourself to let them know ahead of time. The amount of trust you burn when canceling at the last minute or pulling a no-show is always far greater than if you cancel a bit before. This isn’t to say you can’t cancel at the last minute if that’s absolutely what you need for your health and sanity, but be aware of how it can impact things.
  • Be realistic about your long-term situation. If the problems you’re dealing with outside of the game are going to be a long-term thing, you need to be honest with yourself about how well you can maintain a campaign. Try and keep up with it if you can, but if that just adds to the stress, reach out for some help. It might be worth asking another player to handle GM duties for a little while. Absolutely do what you need for your own well-being, but always try and do it in a way that doesn’t hurt your relationship with the rest of the group.

For me and my no good, horrible week, I ended up pulling enough of myself together to still run the Saturday game. I wasn’t at 100% and my prep was weaker than I would have liked, but I was still there enough to give the players a good game. Honestly, it also really helped me to have that night, with friends, dice and laughs to remind myself of the good things I have in my life that aren’t being affected by the source of the stress.

I’m curious how you’ve dealt with balancing stressful times in your life with GMing? Do you have any tips to offer?


Categories: Game Theory & Design


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