Posts Tagged ‘… for Game Designers’

Show017: Game Design for Game Designers with James Brown

Thursday, August 23rd, 2007

Show017: Game Design for Game Designers with James Brown

Here is the first of my Gen Con interviews. I had scheduled to record with James Brown, designer of Death’s Door, Brick Battles, and Blood and Bronze, on Wednesday night. We couldn’t find anywhere to record, so we did a commando recording in the lobby of my hotel. It gave me a chance to use my new omnidirectional microphones and doesn’t sound as bad as I imagined.

James and I discussed Game design, starting with some questions you should be able to answer:

  1. What is your game about?
  2. How is your game about that?
  3. What behaviors does it encourage or reward to achieve that?
  4. What do the players do?
  5. What do the characters do?
  6. What is fun to you and why do you want to play this game?
  7. Who do you want to play the game?

We then talk about the elevator pitch, and that you need to consider how art, text, and everything else you do expresses the games mission. Then we discuss various elements of Game Design.

  • The reward system: Is a feedback loop that can have positive or negative reinforcement. It’s a way to get players to engage a mechanic or behavior that you want to encourage.
    • A positive example; fan Mail in Prime time Adventures.
    • A negative example; the loser keeping the token in Death’s Door.
  • The social dynamic
  • Currency: What the game rules give the players and GM to interact with the fiction.
    • In a lot of storygames this will be dice.
    • Can also be statistics on the character sheet. For instance Strength in D+D defines how the character can interact with the environment like doors, weapons, armor, etc.
  • Fortune, Drama, and Karma.
    • Fortune is using some element of chance in the resolution.
    • Karma compares things and then the result is generated.
    • Drama
  • Escalation
  • Player interaction
    • I’ll be there for you.
    • Nobody gets Hurt.

This isn’t quite finished yet, but I need to take a nap and go to work.

Show015: Editing for Game Designers with Thor Olavsrud

Sunday, August 5th, 2007

Show015: Editing for Game Designers with Thor Olavsrud

This time we have Thor Olavsrud, editor of Burning Wheel, Burning Empires, etc, talking to me about editing from the perspective of RPG’s. There’s quite a bit of static in the recording. Thor unfortunately was on the bad microphone, so his stuff had to be really boosted. More coming I swear… I’ve been busy.

Show014: Google for Game Designers with Alexander Newman

Wednesday, August 1st, 2007

Show014: Google for Game Designers with Alexander Newman

How many times can I get Alexander to say, “It’s a great pleasure to be here Clyde?” Never enough. Notes to come…. No. Really.

Show013: Finances for Game Designers with Luke Crane

Wednesday, July 25th, 2007

Show013: Finances for Game Designers with Luke Crane

Man did I mess up at Origins. More about that later. Hopefully this sounds decent. It starts with some crunch and munch. I got Luke right before the fabled Burning Wheel game where he was too busy lopping off player character’s heads to collect up his Origins award. So I didn’t get to ask him the insightful question, “Dude, what’s it feel like to win an Origins award?” Next time Luke. Next time. Anyway, he needed Vietnamese noodles, unintended bugs, and something to drink. I needed words, so we put the two together. Kind of like your peanut filled chocolate cups.

Section One:

Luke and I briefly discuss, Dinner with Clyde, and the new Burning Wheel Setting, “The Blossoms Are Falling.”

Section Two:

We discuss finances mainly from the position of a beginning game designer, and / or the Indiepunk game designer. Luke talks about Lulu, versus a small print run, the dangers of large print runs, when to make semi larger print runs, how much to spend on art, editing, etc, and a whole lot more. Some examples Luke used are the Ennie award nominated Dictionary of Mu, and his upcoming “The Blossoms are Falling.”

After the jump Luke’s mysterious last words will be explained….
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