yhlee: d20 on a 20 (d20)
[personal profile] yhlee
[repost from my DW from January 2023]

- Matt Hackett. How to Make a Video Game All by Yourself: 10 Steps, Just You and a Computer. Where to buy (available in various ebook/deadtree formats). I love this and strongly recommend it if you fall in the specific audience of people who would like to play with indie (one-person, more or less) video game design/production. This is not aimed at the AAA crowd! And it's up-front about that.

This walks you through the high-level work of production, from ideation to picking a game engine (its audience includes people who don't know a lick of code) to, e.g., avoiding scope creep so you actually complete the sucker, even if you choose not to release it publicly. This is not about coding and it won't teach you about ray-tracing or FMOD/WWISE or pathfinding AI or whatever the hell. Literally the high-level stuff like "how do I pick the idea that's right for me" and "how do I keep this manageable" and "must/should/could" triage for features.

The most useful insight for my purposes was to pick a game engine that feels good to you, because that will keep you motivated when it's just you doing this! Literally I had stalled out in previous attempts to do video-games-with-graphics because I'd tried Unity, disliked it intensely, and just stopped dead. Unity is very powerful, but I am deeply mediocre at coding (hence switching out of a CS major to math) and it's overkill for anything I'd realistically be able to complete. On the other hand, I fell in love with GameMaker Studio 2 when I followed this tutorial that walks you through making a simple Asteroids clone and followed that up by adding simple sound effects. (I also want to add a simple looping soundtrack but, y'know, one thing at a time.)

So I want to proceed with a tiny coding exercise to imitate the Sorcery! videogame combat system, but very very stripped down, because I think that's achievable over a couple weekends if I put my mind to it. But for a project after that, I am looking at Ace of Aces as an inspiration and thinking of coding a turn-based starfighter dogfight. This is actually something I've wanted to do for a while, just, I had NO clue how to handle graphics etc. So, we'll see?? And honestly what I have in mind would probably work just as well as a card game or a paper prototype (in fact, mechanically that's where I'd start, is with the paper prototype). But that's something I'm still thinking about.

(Yes, I have Biggles on the brain.)
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
[repost from 2022 from my DW]

A couple days I finished reading Jeremy Holcomb's The White Box Essays, which I own both in hardcopy (came with the White Box by same, i.e. a bundle with some basic board game components to get you started) and in Kindle ebook. Bang for buck this is one of the best overviews of board game design and production I've ever seen, and an excellent starting point for a budding game designer. ETA: I should clarify that I do think a grasp of game design theory is important (it can be "intuitive" or "instinctive" and doesn't have to be analytical or explicit) BUT honestly playing lots of games and actually designing games is also very key if you want to make headway in this field even as a hobby.

It's not as theory-driven or thorough as some of the other textbooks now extant; Salen & Zimmerman's seminal Rules of Play is better as a crushingly thorough deep drive into theory, Brathwaite & Schreiber's Challenges for Game Designers has a ton of great exercises (technically written for video game designers, but most of the challenges are pen-and-paper and would apply to board game design as well), Jesse Schell's The Art of Game Design: A Book of Lenses is a very different approach to theory, Tracy Fullerton's Game Design Workshop attempts to be an entire textbook with exercises, and that's only the ones I'm personally familiar with. Most of those texts are also more expensive (some considerably so), and honestly IMO with (board) game design one of the important things is to get started as cheaply as you can.

- Ch 1 asks you to figure out what your motivation is for game design, because what makes sense financially in terms of production is heavily dependent on what your goal is. For example, self-publishing and # of games produced depend very much on whether you're trying to make a profit or not. Read more... )
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
[repost from 2020]

Complete Kobold Guide to Game Design, 2nd ed., ed. Janna Silverstein. Some notes, VERY long. Read more... )

More later...
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
Gabe Barrett. Board Game Design Advice, 2nd ed. Barrett emailed twelve questions to board game designers he had met through his podcast on same, and then systematically emailed every single designer of the top 100 rated games on Board Game Geek, asking them to answer three or four questions from the list. The majority responded, and some answered more than the three or four; this is the resulting book. Here are the twelve questions: Read more... )

I have no intention of going into the industry. I have only dabbled with game design, and mostly not in the board game space; my only credit that I got paid for is Winterstrike, which is no longer online [1], and as far as I can tell, trying to make a career of board game design is even worse than trying to make a living as a novelist. I only need one way to starve to death artistically at a time!

[1] Failbetter Games warned us a while back that they were taking down all the Storynexus games. I do still have the data dump (admittedly in an annoying format, an Excel spreadsheet) and I wouldn't mind rejuvenating the world/story in a more lasting format. It actually might make an interesting Twine conversion, although of course the mechanics and structure would have to be rethought from the ground up to a more conventional CYOA format, and honestly there would be no money in it (I have already gotten all the money from that project that I ever was going to). But I'm interested in game design in general.

Some interesting excerpts: Read more... )

Oh, and for the curious, the list of games that the designers recommended: Read more... )


Anyway, since not all the designers answered all the questions, or the same questions, there's even a handy index in the back for which designers (and pages numbers) answered which questions, which is very well thought-out.

Examples of designers who responded in this book: Rob Daviau (Pandemic Legacy), Matt Leacock (Pandemic, Pandemic Legacy), Richard Launius (Arkham Horror), Tom Lehmann (Race for the Galaxy), James Earnest (Kill Doctor Lucky), Andrew Looney (Fluxx), Donald X. Vaccarino (Dominion), Mike Selinker (Pathfinder Adventure Card Game), Isaac Childres (Gloomhaven), Richard Garfield (Magic: The Gathering), Philippe Keyaerts (Small World), Alan R. Moon (Ticket to Ride), Reiner Knizia (Tigris & Euprhates), Corey Konieczka (Twilight Imperium), Tim Fowers (Paperback), Adam Sadler (Star Wars: X-Wing Miniatures Game), Elizabeth Hargrave (Wingspan), Wei-Hwa Huang (Roll for the Galaxy), Darwin Kastle (Star Realms), Rob Dougherty (Star Realms, AScension), Vlaada Chvatil (Mage Knight), Antoine Bauza (Takenoko). (I tended to pull out the ones who'd designed games I've played or heard of, which is obviously a big bias.)

Note that the overwhelming majority of designers in this book are men, although there are a few women.

I expect to write notes in this book and mark it up. I love reading game design books!!
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
Dear Diary by Avery Alder is a zine about the process of writing Monsterhearts 2, a revised version of their game Monsterhearts. I'd been holding on to this zine for a while waiting for the right time to read it (this is why my house is so full of books, LOL).

This part particularly struck me:
Over the years, I've gotten feedback from lots of people on the asexual spectrum that they felt like Monsterhearts erased their experiences, and that they had trouble connecting with the game as a result of its baseline assumption that everyone was a sexual person. In addition to launching the big survey, I showcased a few iterations of the asexuality mechanic-in-development, and launched a feedback survey for asexuals. My experience here revealed an obvious lesson: wanting to create space for another isn't enough, you need to actually listen and be willing to scrap your own ideas when they fail to serve the process.

I originally encountered the first Monsterhearts before I was much aware of ace/aro people, so this had not occurred to me as a criticism of the game beforehand. I do remember that as someone who almost never wants to do tabletop RP about sex, Monsterhearts (the original) looked like a fantastic game that I would never, ever play because I cannot think of ANYONE on this planet I would feel safe doing "RP as a horny, angsty, monster [1] teenager" with except maybe Joe, and at that point why wouldn't I just go straight to sex. :p

[1] That is, the character "classes" ("skins" in the game's parlance) are (almost all) things like vampires, witches, werewolves, etc., as a very clear metaphor for engaging with growing up queer. Alder is queer and trans, and talks about this aspect in the zine.

Anyway, I generally don't do sexual/romantic relationships as mechanics in this way, although I've seen things like John Wick's add-on rules set Sexcraft, which I thought was well-handled for people who want to add that to their games. (I am not one of those people.) But from a design standpoint, it's something to think about?
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
[repost from 2017]

Raph Koster's A Theory of Fun for Game Design (2nd ed.) has been on my wishlist for something like the past five years. I picked it up recently by ordering it through my local game store (which is technically also a bookstore and is in the process of signing on with distributors or however that goes). It is an absolute delight.

I'm glad I sprung for the hardcopy of this for two reasons: one, I like to mark up my nonfiction, and two, its formatting! The left-hand page in every two-page spread is text; the right-hand page has an illustration related to the material on the left-hand page. While the illustrations are not technically the most accomplished, they are generally extremely effective communicative cartoons or diagrams.

This book comes with a ton of blurbs, and Cory Doctorow's--"Does for games what Understanding Comics [by Scott McCloud] did for sequential art"--pretty much sums up how I feel. I've read other game design books that were insightful, or thorough, but the Koster is accessible and very interesting in its approach to what makes games games, and how to make them fun (in the instances where that's a thing--cf. Brenda Romero's Train).

One of Koster's arguments is that "with games, learning is the drug" (40)--a game that interests us is one that strikes the necessary balance of not too easy (Tic-Tac-Toe, for most adults) and not too hard (multiple failure modes possible, depending on the individual--witness me and chess or go [1]). He suggests that games (and play, which is common in a lot of young animals!) are an artifact of how we try to learn survival skills, and moves forward into making suggestions as to how to move the form forward into values/skills more suitable for the modern era than "kill things" or "jump over things" or "search for all the things."

[1] Joe gave up on teaching me go when I told him I have severe difficulty with visual patterns. In fact, I am starting to wonder if aphantasia just screws me over for this kind of game in general. :p

There's also a particularly interesting chapter on ethics and entertainment where he discusses the difference between the game system and the flavor/dressing:

The bare mechanics of a game may indeed carry semantic freighting, but odds are that it will be fairly abstract. A game about aiming is a game about aiming, and there's no getting around that. It's hard to conceive of a game about aiming that isn't about shooting, but it has been done--there are several games where instead of shooting bullets with a gun, you are instead shooting pictures with a camera. (170)

and
The bare mechanics of the game do not determine its meaning. Let's try a thought experiment. Let's picture a mass murder game wherein there is a gas chamber shaped like a well. You the player are dropping innocent victims down into the gas chamber, and they come in all shapes and sizes. There are old ones and young ones, fat ones and tall ones. As they fall to the bottom, they grab onto each other and try to form human pyramids to get to the top of the well. Should they manage to get out, the game is over and you die. But if you pack them in tightly enough, the ones on the bottom succumb to the gas and die.

I do not want to play this game. Do you? Yet it is Tetris. (172)


In general, Koster has a background in game design AND writing AND music, and he draws on all three in his analysis of games, as well as other disciplines (e.g. psychology). It makes the book a scintillating read. I can't believe I waited so long to read this--but it was exactly what I wanted to read last week, so hey. Highly recommended.
yhlee: Alto clef and whole note (middle C). (Default)
[personal profile] yhlee
[repost from 2017]

I was delighted when I heard that Marie Brennan ([personal profile] swan_tower) was releasing her series of essays on storytelling and RPGs (tabletop and LARP) in ebook format. I've enjoyed these essays, but I am rather terrible at keeping up with essays on websites/blogs, and having them all in one place where I can read them in one fell schwoompf--to say nothing of being able to pay the author to encourage her to write more ;)--was very appealing.

Dice Tales discusses the RPGs and LARPs from several interlocking perspectives: that of the writer, that of the GM, that of the player, and that of the anthropologist. In terms of writing, Brennan talks about ways that the roleplaying experience has informed her writing and v.v., and ways in which storytelling differs between the media. There are also handy GM tips (I am all about handy GM tips, as a GM of limited experience) and exciting player anecdotes. And I have no background in anthropology at all, and Brennan was explicitly studying RPGs while doing anthropology, so it was very cool to hear about them through that lens.

Essays include discussions of what an RPG is, why the mechanics matter, the phenomenon of house rules, how GMs find leverage over their players and ways to use rather than abuse player trust, positive and negative uses of metagaming, the uses of costuming (mostly in a LARP context), when character death is appropriate, the question of consent in games, railroading and GM responsiveness...really, there's a ton here, and it's a great read all the way through.

I found this read especially timely because I am currently GMing a DW comm RPG, [community profile] hexarchate_rpg. Dice Tales doesn't explicitly address play-by-email or forum formats, but a lot of the GMing advice applies anyway. I personally find text media more comfortable because I am not a fast thinker and I have a terrible memory, so text gives me time to think up responses and plot things out and refer to previous moves, notes, etc. I am also shameless--I'm okay asking players directly what plot hook they want out of X development.

The anecdotes of great RPG/LARP experiences sound great, and I find myself envious--in GNS terms, I have rarely gotten to experience Narrative-focused play, which is right now what I prefer. (I used to be a split Narrativist/Simulationist in high school and college. I legit got into Fidonet arguments over whether AC represented damage reduction or damage avoidance. *facepalm* Then I grew up and realized that if you care about simulationism, you shouldn't be using AD&fuckingD in the first place.) When Joe ran his Eberron campaign back in Pasadena (notable for being maybe the only campaign I've been in that ran through to completion, in about a year meeting weekly), my very favorite session was the one in which we didn't even do combat, and I don't think there was a single dice roll. We had been handed the magical equivalent of the plans for the atomic bomb and had to decide what the ethical thing to do with it was, and we spent the entire session as a party discussing how to deal with it responsibly.

On the other hand, I can't help but reflect that I'm not good at tabletop (and would probably be even worse at LARP). As I said above, I'm not a fast thinker. I usually end up spending all our Pathfinder Society sessions being unofficial designated party notetaker (I have fountain pens and I like to use them?) and sketching randomly until someone tells me we're in combat and it's my turn to Power Attack. I can't act my way out of a paper bag, and usually by the time I've thought of a contribution, the play has moved on. So I just have to accept that I'm never going to be particularly useful in a live roleplaying situation. This thing where advanced roleplayers stretch themselves by playing different character types is basically unimaginable to me. I usually ask Joe to design the easiest viable character, mechanics-wise, to play, which is why I ended up with a barbarian in a team feat barbarian (me) + blood rager (Dragon) + skald.

My most successful experiences GMing tabletop/in-person were (a) a one-shot using Over the Edge, a very rules-light system (and even then, I used very few dice rolls and let people freeform most interactions since with a one-shot there's no reason not to) and (b) the Hidden Emperor L5R AU campaign that Joe and I co-GM'd; I handled most of the description and Joe handled the mechanics. :]

(It's hilarious how much I hate crunchy systems. I have a B.A. in math, for God's sake. But I want the math to...mean something? And most systems just feel like they get in the way, for me, because as a writer I'm effectively used to freeforming the hell out of everything.)

Still, even if I'm not a good gamer, I like reading about gaming, and I find different gaming systems and anecdotes (my God, the gazebo story!) inspirational as a writer. :)

Anyway, enough personal maundering--this ebook is a lot of fun, and it's available from Amazon (and probably a couple other places) or Book View Cafe in mobi or epub. Recommended.
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
[Repost from, uh, when I originally read this in 2017.]

I've been interested in game design for some time, but when I started in elementary school, either there were no resources or they were hard to find. It was already hard to find books in English when I lived in South Korea. We did have Base access for a couple years while my dad was still in the Army, and then he left the Army to teach at Yonsei University and we lost Base access and, with it, access to the library. In any case, it would never have occurred to me to look for books on "game design." I don't think I heard of it as an area of study until college or possibly after. I spent a lot of high school trying to design a cockamamie chess variant, and I did read up on real chess variants (Chinese chess, Japanese chess, Burmese chess, etc.). It wasn't *good*, and the one time a couple friendly strangers over the internet volunteered to playtest it, they confirmed the ruleset wasn't any good, no doubt because I had devised the pieces' moves to be ~symbolic~ for storytelling purposes (it was worldbuilding for a fantasy novel) and I didn't know anything about board game design.

Since then I have made a point of reading books on game design when I can find them, and the occasional article on the web. While I have released a couple of small interactive fiction games (IFs) and the narrative game Winterstrike (Failbetter Games), I don't really consider myself a game designer. It's more in the nature of something I do on the side because I find it illuminating to consider alternate ways to approaching narrative; I think primarily as a writer of static fiction. And for the purposes of the hexarchate, it's research because I decided that one of the factions (the Shuos) abuses game design techniques in their pedagogy, and one of the characters (Jedao) is a gamer.

The Kobold Guide to Board Game Design, ed. Mike Selinker, is a collection of essays by various designers. I was originally going to read the book through and do a report on the book overall, but I liked the essays enough to do individual reports on some of them. cut for length )

Thank you to the person who donated this book!

Profile

making_games: 20 on a d20 (Default)
Making Games

May 2025

S M T W T F S
    123
456 78910
11121314151617
18192021222324
25262728293031

Syndicate

RSS Atom

Style Credit

Expand Cut Tags

No cut tags
Page generated Jun. 18th, 2025 10:50 am
Powered by Dreamwidth Studios