Game Design

Video Game Deep Cuts: Gorogoa's Lair of Coziness - by Simon Carless Blogs - 29 January 2018 - 9:34am
This week's Video Game Deep Cuts includes a deep dive into Gorogoa, what went wrong in the making of Lair, and the concept of 'coziness' in games.
Categories: Game Theory & Design

At GDC 2018, see how Valve uses deep learning to fight cheating in CS:GO!

Social/Online Games - Gamasutra - 29 January 2018 - 9:11am

Fittingly titled "Robocalypse Now: Using Deep Learning to Combat Cheating in 'Counter-Strike: Global Offensive'", Valve's GDC 2018 talk will show you how and why deep learning AI helps stop cheating. ...

Categories: Game Theory & Design

Late-Pledges open for Kings of War: Vanguard

Tabletop Gaming News - 29 January 2018 - 9:00am
There was kind of an explosion of Kickstarters here in the past several weeks. With all the campaigns going on, its easy for one to have slipped by your notice, to you just didn’t have the funds for one because you wanted to back another. It happens. Thankfully, there’s the late-pledge time for many campaigns. […]
Categories: Game Theory & Design

Wyrd Previews Rooster Rider for Bayou Bash

Tabletop Gaming News - 29 January 2018 - 8:49am
It’s Monday. And while that may not mean it’s the greatest day of the week, it does mean that Wyrd has a new preview to show off. They continue along their looks into the upcoming Bayou Bash board game with a preview of the Rooster Rider. … I might just stop by Publix for some […]
Categories: Game Theory & Design

League of Seekers Horror RPG Up On Kickstarter

Tabletop Gaming News - 29 January 2018 - 8:00am
There’s a lot of things out there in the dark places that want to get you. Strange, otherworldly things with malevolent intentions. But you aren’t some weak-hearted individual who would just scream and cower. You’re a Seeker. It’s your duty to go find those nightmares-made-flesh and make the world safe. That’s the story behind League […]
Categories: Game Theory & Design

The F2P Feedback Loop's Impact on P2W Design - by Josh Bycer Blogs - 29 January 2018 - 7:13am
Feedback Loops are an important part of progression in game design, but for today, we're going to talk about how they can be turned against the player.
Categories: Game Theory & Design

The Importance Pre-Release Community Building And Early Organic Marketing​ For Indies - by Justin French Blogs - 29 January 2018 - 7:11am
Communities, the life blood your game. They're a measure of whether what you've created is actually any good. Right? So why do so many developers wait until after launch before starting to grow theirs?
Categories: Game Theory & Design

Community building on Discord and Early Organic Marketing​ for Indies - by Justin French Blogs - 29 January 2018 - 7:11am
Communities, the life blood your game. They're a measure of whether what you've created is actually any good. Right? So why do so many developers wait until after launch before starting to grow theirs?
Categories: Game Theory & Design

Better text reveals (Unity code inside) - by Miguel Santirso Blogs - 29 January 2018 - 7:10am
Tutorial texts, dialogs, user interfaces...Revealing text (often known as typewriter effect) is present in most games yet is often overlooked. In this post, I share some tips on how to make it better!
Categories: Game Theory & Design

The problems of a RPG Battle System - by Benjamin Wolf Blogs - 29 January 2018 - 7:02am
Many RPGs use an Advantage / Disadvantage System for their battles and while this offers the strategical and tactical depth that an RPG needs, it also delivers problems that need to be solved by the designer.
Categories: Game Theory & Design

Game Idea a Day: Red Orc/Black Orc - by Greg Costikyan Blogs - 29 January 2018 - 7:01am
I'll post a game idea a day, although not every day, because I have a life. When the Dark Lord falls, two factions quickly arise; revolutionary Marxist Red Orcs, and the Black Orcs who seek to revive the Dark Lord and rededicate all Orcdom to him.
Categories: Game Theory & Design

Asmodee Announces Three New Unlock! Sets

Tabletop Gaming News - 29 January 2018 - 7:00am
Escape rooms are quite the rage these days, with all manner of them popping up all over the place. They can also appear on your tabletops in the form of the Unlock! series of games from Asmodee. The thing is, once you’ve solved the puzzle, that’s kinda it. Thankfully, there’s a new trio of sets […]
Categories: Game Theory & Design

Road to Raybeem - VR Music Visualizer - by Bryson Whiteman Blogs - 29 January 2018 - 7:00am
A story about developing and releasing my first VR software independently.
Categories: Game Theory & Design

Clickteam participates in Global Game Jam - by Chris Carson Blogs - 29 January 2018 - 6:51am
Global Game Jam 2018 is launching across the world today and Clickteam wants to participate! We love game jams and have a long history of hosting them. Check out the Clickteam perspective on Jamming!
Categories: Game Theory & Design

A Study of microscopic crowd simulation methods and their use in Games - by Maurits Hartgerink Blogs - 29 January 2018 - 6:51am
article on a paper I am currently writing to find the best methods of human crowd simulation for video game environments.
Categories: Game Theory & Design

Build Better Boxes - by Klaus HufnaglAbraham Blogs - 29 January 2018 - 6:51am
How Casino Slot design best practices could lead to better Loot Box design.
Categories: Game Theory & Design

New Thousand Sons, Adeptus Custodes Releases Available To Order From Games Workshop

Tabletop Gaming News - 29 January 2018 - 6:00am
You know what’s annoying to clean up? Sand. It gets everywhere. It ruins the wax finish on floors. It’s a pain to try and get rid of. So I can see why the Adeptus Custodes might be getting a bunch of reinforcements. They see the new Thousand Sons stuff coming and they just know that […]
Categories: Game Theory & Design

How Do I Use Magic Items

New RPG Product Reviews - 29 January 2018 - 5:04am
Publisher: Straight Path Games
Rating: 5
An review

This installment of the „How do I...“-series clocks in at 9 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with 6 pages of content. As always with Straight Path games-supplements, we do get a second version optimized for use with tablets. This version clocks in at a total of 14 pages laid out in landscape format, but content-wise remains identical to the other version. All righty, let’s take a look!

We begin with a reiteration of categories of magic items – this list is great, particularly for newer players. There are a couple of notes I’d like to add here: While the pdf is correct in stating that unarmed attacks are usually enhanced by amulets, this is by now not the only way to affect them. It should also be noted that two spell-references in the explanation of potions have not been italicized – though the pdf correctly points out an NPC Codex issue. It should also be noted that references to precise magic items throughout the pdf have not been italicized. As another minor addition, while the pdf correctly states that staves can usually act as quarterstaffs, there are a few exotic exceptions, so a “usually” qualifier would be nice here. The pdf also lists the various forms of wondrous items and then mentions cursed items, intelligent items and artifacts, though sans elaborating on the mechanics of ego etc.

After we have established the categories , we take a look at activation types, starting with use activated items, noting potions as special and then lists the peculiarities of command word items and spell trigger and spell completion items. It should be noted that use activated magic items that require an extra action to activate, as correctly stated, do not per default provoke an attack of opportunity, unless the action undertaken to activate the item would provoke an attack of opportunity. On the plus-side: The pdf takes the notes of spell completion items and scrolls and blends them into a concise whole that is easier to grasp for new players.

Finally, the pdf mentions the Use Magic Device skill’s basics.


Editing is tight and well-done; formatting is problematic, failing to italicize pretty much all spell and magic item references. Layout adheres to a 2-column standard with a touch of color, but remains pretty printer-friendly. The pdf comes fully bookmarked for your convenience.

Michael McCarthy’s summary of how magic items work represents a really handy little pdf; while I could list all the odd exceptions to the rules presented, as a whole, this represents a concise and precise summary that can easily be handed to a new player, helping them grasp the basics of the game. As a PWYW game-aid of sorts, this is worth checking out if you’re not need a quick explanation of the basics here. All exceptions and deviations I noticed are the more obscure components that go beyond the basics – and as such, they are not necessarily required for such a pdf. While the formatting oversights are annoying, the PWYW-status of the pdf makes it a fair offering. My final verdict will hence clock in at 4.5 stars, rounded up for the purpose of this platform.

Endzeitgeist out.
Categories: Game Theory & Design

Online Play and Table Control

Gnome Stew - 29 January 2018 - 3:00am

She must be playing Call of Catthulhu.

One of the most exciting things the internet has given us (in my opinion) is the ability to play role playing games with geographically distant folks. Playing online solves a number of problems—having trouble meeting like minded gamers in your area? Don’t have child care? Really want to play with your friends in New York, Illinois, and Canada? Ice storm? No problem! The internet is here—with streaming video, handy mapping systems, and dice rolling plugins—to save us! But GMing online comes with some extra challenges that are amplified from playing at an in person table. How can you mitigate these to make playing online the best experience you can?

Some quick definitions

Firstly, so that we’re clear, by playing online I mean you are playing via Google hangouts, Skype, Roll20, etc., and not at a physical table. Specifically, you’re all remote from each other—playing with one or two people remote and other people local presents its own set of challenges, which I have not personally found an effective solution for. (If you have one let me know in the comments!)

Secondly, table control is the ability of the GM to socially keep the table on track or bring it back to order after breaks etc. Table control in person looks like this:

  • Reading verbal and nonverbal cues to push the game faster or slow it down
  • Managing the amount of out-of-game talk to keep it appropriate for your game and play style
  • Managing social dynamics at the table
  • Making sure the spotlight is spread around
  • Making sure no one is bored
  • Making sure everyone is safe
So What’s Different?

 And of course, there are always audio and video glitches, blurs, freezing, and the most fun part where you all turn into Autobots or Decepticons. 

Online, you are responsible for the same things, but you are going to face some different challenges. Online, especially depending on the video quality, it can be much harder to read nonverbal cues. It’s a lot easier to talk over each other, both due to the slight delay in audio, and because it’s easy to say things that would fall to the background at a table but that get picked up by a mic at full volume. It’s also tricky with a max volume of whatever output your players are using because you don’t have a way to raise your voice over everyone else’s to be heard if you need to get things back on track. And of course, there are always audio and video glitches, blurs, freezing, and the most fun part where you all turn into Autobots or Decepticons.

There’s no way to completely eliminate these issues, but there are some practices you can use to mitigate them as much as possible.

  • Use video as much as possible—it helps. Even if it’s blurry or when the quality is less than you might wish, you’ll still pick up more from posture and movement than you’ll get from audio only.
  • Ask for full attention. You’re not at a table. People are more likely to do things like have the Google Hangouts window open and also Twitter and Facebook. There are many more distractions readily available when your players are already looking at their computer screens.
  • Don’t mute other folks when it’s not their turn to talk—joining in on the laughter and small talk is how you create the energy feedback loop like you would have at a real table. If you’re having trouble with interrupting or talking over each other, address it as an online specific table issue, gently. Usually it’s because your players are so excited they just can’t help it! Don’t tell them their enthusiasm is bad, but do let them know we have to be more careful because of the technical limitations than we would at an actual table.
  • Do mute folks talking to their cats, husbands, children, roommates, etc. until they are back at full attention. Just because we’re all sitting at home doesn’t mean we should let those things put the game on hold for everyone. Let the player who needs to deal with another issue mute and carry on until they can rejoin you.
  • Be even more aware of your spotlight time—it’s easier to forget someone and harder to notice them losing interest. If someone hasn’t said anything in a while, it means their image hasn’t jumped up to take over the screen in front of you for just as long, and that makes it easier to miss folks who are starting to lose interest because they haven’t gotten to act.
  • Have cool digital versions of props people can get excited about and engage with—maps, pages of a book, etc. Things that are still exciting to interact with in digital (codes, puzzles, etc.) are best, over just images. Be aware that while there are many more tools that give you access to things like background sounds, many players can find this really hard to concentrate through, so it’s worth asking what is distracting vs. immersive.
  • It takes more energy output because the wire translation eats some of your effort. Know that if you are tired or stressed etc., or your players are tired/stressed etc., it will have an exponentially higher effect on your game. Be willing to refer to the final point below:
  • When all else fails, relax and do your best. Be willing to say when it’s not working and try again next time.

Having the internet gives us so many new options for playing RPGs in situations where we’ve previously been limited, but it definitely has its own challenges. Do you play games online? What are your best recommendations for keeping things going smoothly despite the lack of physical proximity?

Categories: Game Theory & Design

Entertaining players while waiting for matchmaking - by Joost van Dongen Blogs - 29 January 2018 - 2:07am
If high quality matchmaking is important, waiting times to find suitable opponents are often unavoidable. This post discusses the problems we had in Awesomenauts with our initial approach to this and how we made waiting a bit less boring later on.
Categories: Game Theory & Design


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