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Open-Ended Video Games: A Model to Develop Learning for Interactive Age - by Dylan Moran

Gamasutra.com Blogs - 24 April 2018 - 7:40am
Open End simulation games have open worlds, through which there is not a single right way.
Categories: Game Theory & Design

Part 3, Don´t show, involve - by Katarina Gyllenback

Gamasutra.com Blogs - 24 April 2018 - 7:39am
The third and last part of "Don´t show, involve" is about plotting and how the narrative can assist the stylish elements in the creation of a form that involves and evokes emotions. #narrative #cognition #emotions #meaning #mechanics #plotting
Categories: Game Theory & Design

Playerless playtesting: AI and user experience evaluation in games - by Samantha Stahlke

Gamasutra.com Blogs - 24 April 2018 - 7:39am
In this post, we explore the applications of AI for UX evaluation in games, providing a high-level overview of how semi-automated approaches might shape the future of playtesting.
Categories: Game Theory & Design

Game Design in Real Life: Lessons from a Disney Vacation - by Caleb Compton

Gamasutra.com Blogs - 24 April 2018 - 7:38am
Game design lessons can be found everywhere. In this article, the first in my "Game design in real life" series, I take a look at some of the design lessons that can be learned from the design of Disney World.
Categories: Game Theory & Design

"Heroes of Rings: Dragons War" Dev Q&A with Codigames - by Jill Sullivan

Gamasutra.com Blogs - 24 April 2018 - 7:38am
Kongregate sits down with Francisco Martínez, President & Co-founder of Codigames to talk about the development process behind "Heroes of Rings: Dragons War."
Categories: Game Theory & Design

Entering the Indie Games Market at the Lowest Cost Possible - by Tim Hoang

Gamasutra.com Blogs - 24 April 2018 - 7:29am
This post discusses actual costs of indie game development, what developers need to know before they begin developing, and how to budget and spend properly on projects.
Categories: Game Theory & Design

SEO Broken Links

New Drupal Modules - 24 April 2018 - 6:00am

SEO Broken Links fix

Categories: Drupal

The Secrets of the BBEG (Big Bad Evil Guy) (PFRPG)

New RPG Product Reviews - 24 April 2018 - 3:35am
Publisher: Rite Publishing
Rating: 5
An Endzeitgeist.com review

This April Fool’s release clocks in at 12 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 1 page SRD, 1 page back cover, leaving us with 7 pages of content, so let’s take a look!


*CRASH*

Oh boy. What was that?? Sounded like a bad crash. Sirens blaring. Focus, man.

Ähem.

This review was requested as a prioritized review by one of my patreons.

*Door splinters in a loud explosion*

“Move aside, you reviewer-git, I need to talk to my amazing fans out there! DID YOU MISS ME?? Don’t answer. That was a rhetoric question! Of course you did, it’s me, your favorite metadventurer, helping to make this bland snore-fest of a review suck less!”


Wait a second, man…I wasn’t done! Isn’t it enough that your unqualified dithering suffuse this whole supplement, commenting on the crisp mechanics and delicious rules?


“Nope, because that’s BOOORING!! Buckle up, folks, as we all established in the review of my amazing book, I have won Pathfinder. Everything released since and before that was just rules-bloat and utterly irrelevant, regardless of system.”


Yeah, right. Sounds like a hardcore-grognard speaking about anything past 0ed…


“Shut it, endy, or I’ll move back in. Behind your couch. With my bags of chips. ALL of them.”


Okay, okay…may I cover the basics at least? Talk a bit about the rules and stuff?


“All right, all right! Man, do you have something in your fridge, or do you still subsist primarily on coffee for your reviewer-robot-shtick? Seriously, folks, the amount of coffee he drinks is insane. I still have this theory that he’s the first German, coffee-powered replicant…”


Okay, while the metadventurer’s pillaging my meager supplies, let’s talk. We have to be quick. He’s uncannily fast at gobbling down anything with a nutritional value…


Ähem. So, know how a well-optimized team can make BBEGs just suck? I’m sure that, if you’re a moderately experienced GM, you’ve encountered it at least once. That time when your players started curbstomping all bosses from published modules. Well, there is an issue here: After all, we all know plenty of media, wherein a team of heroes faces down a super-powerful villain. Here’s the problem: In the games we play, that does not translate too well, courtesy of the restrictions of action economy.


“I’ll bum a smoke or 30, all right endy?”


“Yeah, yeah, sure, whatever!” Anyways, in Pathfinder, my go-to-solution is to use Legendary Games’ mythic rules and Mythic Monsters/Path of Villains/Dragons to upgrade builds and make boss fights more interesting. But perhaps you don’t want to learn mythic rules. That’s pretty much where this becomes your one-stop-shop. Since the CR-system, wonky as it is, doesn’t properly measure up here, we work with threat levels, which range from 1 to 5; CR-adjustments of the template are based on threat level. The pdf urges caution here, with the metadventurer cheering for a TPK and the fact that the first three letters of “funeral” are F-U-N. You get the idea. ;)


Anyhow, the template nets +1 hp per HD, +1 deflection bonus to AC and +1 to SR per threat level, and +5 to existing DR and energy resistance per threat level. Also, +1 to initiative, damage per threat level, +1 to atk per two threat levels. +1 to all ability scores per threat level. That, however, is not the main meat of the massive templates: That would be the colossal amount of BBEG abilities that make up the majority of the pdf. Saves versus these are governed by Constitution, just fyi. (As an aside – it should probably specify that Charisma is substituted for undead.) One such potent ability is gained per threat level, and they are brutal: Aggro, for example, allows the BBEG to move up to their speed and execute a full attack as a swift action.


“Endy, I’ve called my relatives from China while you’re writing this! Oh, and you really shouldn’t let your credit cards lie around openly… Ni hao!”


Urgh. Anyways, there are adaptive resistances, devastating, potentially disintegrateing waves of energy governed by HD, summoned creatures that detonate, the option to generate hazardous terrain that detonates, siphoning off life of meat shields…have I mentioned super-strikes at +20 to atk, which ignore concealment and auto-threaten a crit, increasing crit multiplier by threat level?? Yeah, these guys will WRECK even veterans when build smartly! Doubled hit points, a ton of additional AoOs…the focus here is truly to make a single being capable of standing up to a well-oiled group of adventurers. Really nice would be btw….


“So, endy, I’ve just talked to this nice gentleman from Nigeria and gave him your social security number and banking IDs. Oh, and when I arrived…that crash? I kinda may have totaled your car. Which I’ve hijacked. Also: You’re now all out of food.”


Damn, I need to finish this review, stat! So yeah, the abilities of the BBEG are amazing and deadly, and we actually even get two cool puzzle-abilities that require that the players use their brain to defeat the BBEG. And fret not if you’re new to the concept, or the pdf provides an extensive section to guide you in how to use these without being unfair.


This is not all, though, the pdf also…

*WHACK; sound of head crashing to desk*


“Dude, this pretentious git is really slow for his supposed IQ. Man, I even have a Goatee, dammit! So yeah, you probably realized it by now, right? I’m frickin’ evil! I am the *drumroll* BBEM! The Big Bad Evil Metadventurer! *DUNH-DUNH-DUNH* Don’t believe what this dumb pdf says, though – I’m not an archetype of the Metadventurer. He’s a wimpy, half-baked archetype of ME! Got that? Great!


So, like all cool things, you can only play me if you’re a GM, because screw players, amirite? We all wanna bask in their despair, bathe in their tears, as pages upon pages of lame background-story are invalidated by me being too awesome. So, I can use the GM’s OOC knowledge on PCs. I get BBEG abilities. I can treat allies and enemies as abettors with betrayal feats at 7th level. At 14th level, I treat my threat level as +5 for BBEG abilities. At 15th level, I get +5 to AC and saves from 3pp-supplements, because I’m cool and amazing and know the authors. Oh, and at 20th level, when you save versus my abilities and roll a 1, you obviously don’t deserve to live. Rocks fall, you die. No save, because that’s how I roll. Also, obviously, when I crit. Because I’m too awesome. Suck it!!



What? That’s all? Okay, so you need to bask in my glory a bit more, as I…”

*whack, thunk*

I gestalted vigilante, bastard!

Okay, I need to get rid of this bastard…before the *real* Metadventurer comes back to deal with his evil twin. I can’t deal with two of the sort.


So, in all brevity, my conclusion:

Editing and formatting re very good on formal and rules-language level. Layout adheres to Rite Publishing’s old, two-column full-color standard. Artworks are full-color and amazing and the pdf comes fully bookmarked, in spite of its brevity.


Wendall Roy’s template and associated archetype are super-deadly tools for the beleaguered GM. While the writing is hilarious in the details and commentary, it should be noted that this pdf is very much intended for table-use. This is not a useless file that just plays it for the laughs. The template provided can amp up even the most pitiful of final bosses, and while it requires a responsible GM, I love it for what it offers. Indeed, it is my contention that this concept could carry a book of thrice the size on its own. Considering the low asking price, I can wholeheartedly recommend this pdf, rating it 5 stars + seal of approval.


Damn. He’s twitching. Gotta run, see you on the flipside, folks…that is, if the BBEM doesn’t retaliate…

Endzeitgeist out.
Categories: Game Theory & Design

Robot monitor

New Drupal Modules - 23 April 2018 - 8:35pm
Categories: Drupal

An object at rest

Adventures in Interactive FIction - 17 May 2008 - 2:03pm

So obviously, the pendulum of progress stopped swinging on my game.  As much as I tried to prevent it, pressing obligations just wouldn’t take a back seat (nor would the burglars who, a few weeks ago, stole 90% of my wardrobe and who last week stole my monitor).  So after a string of hectic weekends and even crazier weeks, this weekend has been pretty wide open for doing whatever I want to do.  And not a moment too soon!

So after doing all the other things I try to do with my weekends, I finally loaded up the ol’ Inform 7 IDE and started working on my game.  To get me back in the swing of things, so to speak, I started reading through what I’d already written.  It was an interesting experience.

Strangely, what impressed me most was stuff I had done that I have since forgotten I learned how to do.  Silly little things, like actions I defined that actually worked, that had I tried to write them today, probably would have had me stumped for a while.  Go me!  Except, erm, I seem to have forgotten more than I’ve retained.

I also realized the importance of commenting my own code.  For instance, there’s this snippet:

A thing can be attached or unattached. A thing is usually unattached. A thing that is a part of something is attached.

The problem is, I have no idea why I put it in there – it doesn’t seem relevant to anything already in the game, so I can only imagine that I had some stroke of genius that told me I was going to need it “shortly” (I probably figured I’d be writing the code the next night).  So now, there’s that lonely little line, just waiting for its purpose.  I’m sure I’ll come across it some day; for now, I’ve stuck in a comment to remind myself to stick in a comment when I do remember.

It reminds me of all the writing I did when I was younger.  I was just bursting with creativity when I was a kid, constantly writing the first few pages of what I was sure was going to be a killer story.  And then I’d misplace the notebook or get sidetracked by something else, or do any of the million other things that my easily distracted self tends to do.  Some time later, I’d come across the notebook, read the stuff I’d written and think, “Wow, this is great stuff!  Now… where was I going with it?”  And I’d never remember, or I’d remember and re-forget.  Either way, in my mother’s attic there are piles and piles of notebooks with half-formed thoughts that teem with potential never to be fulfilled.

This situation – that of wanting to resume progress but fumbling to pick up the threads of where I left off –  has me scouring my memory for a term I read in Jack London’s Call of the Wild.  There was a part in the book where Buck’s owner (it’s late, his name has escaped me) has been challenged to some sort of competition to see if Buck can get the sled moving from a dead stop.  I seem to remember that the runners were frozen to the ground.  I thought the term was “fast break” or “break fast” or something to that effect, but diligent (does 45 seconds count as diligent?) searching has not confirmed this or provided me with the right term.  Anyway, that’s how it feels tonight – I feel as if I’m trying to heave a frozen sled free from its moorings.

The upside is, I am still pleased with what I have so far.  That’s good because it means I’m very likely to continue, rather than scrap it altogether and pretend that I’ll come up with a new idea tomorrow.  In the meantime, I’ll be looking for some SnoMelt and a trusty St. Bernard to get things moving again.

Categories:

Time enough (to write) at last…

Adventures in Interactive FIction - 14 April 2008 - 3:24pm

So I didn’t get as much coding done over the weekend as I had hoped, mainly because the telephone company *finally* installed my DSL line, which meant I was up til 5:30 Saturday am catching up on the new episodes of Lost.  That, in turn, meant that most of the weekend was spent wishing I hadn’t stayed up until such an ungodly hour, and concentration just wasn’t in the cards.

However, I did get some stuff done, which is good.  Even the tiniest bit of progress counts as momentum, which is crucial for me.  If the pendulum stops swinging, it will be very hard for me to get it moving again.

So the other day, as I was going over the blog (which really is as much a tool for me as it is a way for me to share my thoughts with others), I realized I had overlooked a very basic thing when coding the whole “automatically return the frog to the fuschia” bit…

As the code stood, if the player managed to carry the frog to another room before searching it, the frog would get magically returned to the fuschia.  This was fairly simple to resolve, in the end – I just coded it so that the game moves (and reports) the frog back to fuschia before leaving the room.  I also decided to add in a different way of getting the key out of the frog – in essence, rewarding different approaches to the same problem with success.

Which brings me to the main thrust of today’s post.  I have such exacting standards for the games I play.  I love thorough implementation.  My favorite games are those that build me a cool gameworld and let me tinker and explore, poking at the shadows and pulling on the edges to see how well it holds up.  A sign of a good game is one that I will reopen not to actually play through again, but to just wander around the world, taking in my surroundings.  I’ve long lamented the fact that relatively few games make this a rewarding experience – even in the best games, even slight digging tends to turn up empty, unimplemented spots.

What I am coming to appreciate is just how much work is involved in the kind of implementation I look for.  Every time I pass through a room’s description, or add in scenery objects, I realize just how easy it is to find things to drill down into.  Where there’s a hanging plant, there’s a pot, dirt, leaves, stems, wires to hang from, hooks to hang on, etc.  Obviously, unless I had all the time in the world, I couldn’t implement each of these separately, so I take what I believe to be the accepted approach and have all of the refer to the same thing.  Which, in my opinion, is fine.  I don’t mind if a game has the same responses for the stems as it does for the plant as a whole, as long as it has some sort of relevant response.  Even so, this takes a lot of work.  It might be the obsessive part of me, but I can’t help but think “What else would a person think of when looking at a hanging plant?”

Or, as I’ve come to think of it:  WWBTD?

What Would Beta Testers Do?

I’ve taken to looking at a “fully” implemented room and wondering what a player might reasonably (and in some cases unreasonably) be expected to do.  This is a bit of a challenging process for me – I already know how my mind works, so trying to step outside of my viewpoint and see it from a blind eye is hard.   I should stop for a second to note that I fully intend to have my game beta tested once it reaches that point, but the fewer obvious things there are for testers to trip over, the more time and energy they’ll have for really digging in and trying to expose the weaknesses I can’t think of.

I’ve found one resource that is both entertaining and highly informative to me:  ClubFloyd transcripts.  ClubFloyd, for the uninitiated (a group among which I count myself, of course) is a sort of cooperative gaming experience — if anyone who knows better reads this and cares to correct what may well be a horrible description, by all means!– where people get together on the IFMud and play through an IF title.  The transcripts are both amusing and revealing.  I recently read the Lost Pig transcript and it was quite interesting.  The things people will attempt to do are both astonishing and eye-opening.  In the case of Lost Pig (which, fortunately, I had already played before reading the transcript), what was even more amazing was the depth of the game itself.  I mean, people were doing some crazy ass stuff – eating the pole, lighting pants on fire, and so on.  And it *worked*.  Not only did it work, it was reversible.  You obviously need the pole, so there’s a way to get it back if, in a fit of orc-like passion, you decide to shove it in down Grunk’s throat.

Anyway, my point is, the transcripts gave me a unique perspective on the things people will try, whether in an effort to actually play the game, to amuse themselves, or to amuse others.  Definitely good stuff to keep in mind when trying to decide, say, the different ways people will try to interact with my little porcelain frog.

Other Stuff I Accomplished

So I coded in an alternate way to deal with the frog that didn’t conflict with the “standard” approach.  I also implemented a few more scenery objects.  Over the course of the next few days, I’m going to try to at least finish the descriptions of the remaining rooms so that I can wander around a bit and start really getting to the meat of it all.  I also want to work on revising the intro text a bit.  In an effort to avoid the infodumps that I so passionately hate, I think I went a little too far and came away with something a bit too terse and uninformative.  But that’s the really fun part of all of this – writing and re-writing, polishing the prose and making it all come together.

Whattaya know.  Midnight again.  I think I’m picking up on a trend here.

Categories:

Day Nothing – *shakes fist at real life*

Adventures in Interactive FIction - 8 April 2008 - 12:13pm

Grrr… I’ve been so bogged down in work and client emergencies that progress on the game is at a temporary (no, really!  Only temporary) standstill.  I’ve managed to flesh out a few more room and scenery descriptions, but have not accomplished anything noteworthy in a few days.  Hopefully after this week most of the fires on the work front will be extinguished, and I’ll have time to dive into the game this weekend.

(She says to no one, since there’s been one hit on this blog since… it started.)

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