Notes from the Pub

This is a smattering of thoughts drawn from recent design discussions, so I can have them for future reference.

Fingers on the Firmament

  • Emily’s game Caravan Solitaire is amazing and does many of the things I want this game to do.
  • I should finish the short game based on Journey first, since it’ll get me part of the way there.
  • The game should probably be 1-on-1 as default, with the GM playing the landscape of space and the ruins. When you meet other people, the game stops and you have to invite other people into the game to play them. They can decide to hang around for later stuff or not. I’m not sure the GM ever plays NPCs, though they might play ghosts or memories. Every person you meet is a distinct PC and that person can then take that character with them, find another GM, and continue their story.
  • Convention or meetup play would involve a bunch of characters gathering together to attempt a major feat, like exploring an unfamiliar region or deciphering a complex ancient mystery.
  • Play creates a record of new places and ruins and creations that you put up on the internet, creating a “living campaign” that others can participate in.
  • I’ve been worried about the moves for traveling between the stars, but that should be one of the fruitful voids, perhaps, with moves that — when taken together — allow you to do that, but without a single travel move that’s too on-the-nose. Players should be encouraged to seek out the fictional positioning that makes traveling possible or safer.
  • Playing out certain portions of the games “unlocks” moves for both the PC who does it and later folks who play through that same series of locations in the “living campaign.” In order to be able to do certain things, then, you may have to play with characters of a certain type/level or find someone who’s unlocked certain achievements and get them to send you their campaign notes.

Geiger Counter

  • In the new version, there are cards for specific characters (“Choi”), setting types (“Deep Freeze,” “The Facility”), menace types (“Hunter,” “Horde”), and locations (“Generator Room,” “Alien Ruins”). All of these have conditions that the menace player can choose to apply when they are in play in a given scene.
  • Location cards give a brief description of how to draw the location on the map and, on the back, have scene framing suggestions for what you might do in that space, in the event that you don’t have strong feelings about what you want to do. They may even involve other locations, such as “someone shows up in a different room with news from this location.”
  • There’s some way to encourage folks to frame really short scenes? Or vary the length of scenes instead of having them all roughly the same length?

Limited Edition Games

Archived here from a discussion on SG.

I’ve been thinking a lot about limited edition games because some of my most interesting game concepts probably have a rather limited audience, due to both interest and the necessity of certain physical components.

Examples!

I bought a copy of Cunningham & Venezky’s Diaspora playing cards a few years back, which describe humans abandoning civilization and animals slowly taking over the cities. There are only 300 decks in existence and maybe only a few owned by members of the indie games community (because a link to it was posted on SG a while back). So if I design a game that uses the deck, it would be a very limited-edition thing, only playable with people who owned a copy of the deck. Could be a big hit at conventions, since it might be your only chance to play it! But not very effective as a commercial product for the masses.

Another thought: my game Metrofinal is really crazy and weird, but the components are really difficult to produce in a way that makes them reusable. Players have to be able to draw on the game board and write on the components, but — unlike Risk Legacy or something — it’s a single session game, not a campaign-length experience. So either I produce components as pads of sheets in a boxed set — sorta like Luke and Jared did with Freemarket — or I produce the game in packets of printed products that you dispose of afterwards: you’d effectively purchase the material for playing the game once and would have to buy a new set to play again. Maybe you destroy the components in a ritual fashion afterwards? Still pondering that. Maybe it just shouldn’t be turned into a commercial product at all.

Lastly, I own two copies of Hodge & Wright’s landmark photographs of the Small Magellanic Cloud, which are 11×11″ cardboard prints in a box of 200+ sheets. These will eventually be crucial components for playing Fingers on the Firmament, where players will draw on the star photos to make maps of space. There’s probably a limit to how many copies of the game I can hand-assemble from used copies of Hodge & Wright’s prints. Plus, the 11×11″ dimensions are going to make them really hard to ship or do much else with. So maybe I’ll make 20-50 copies and that’s all the copies that will ever exist.

I realize that many designers feel a natural desire for their games to be played by as many people as possible, but sometimes an experience can be more special, intimate, and valuable if it is extremely limited and special. And, as indie designers, we’re not dependent on selling a bunch of games for our livelihood, like the folks at WOTC or even Green Ronin. Nobody’s going to lose their job if you just sell 10 copies to the folks who really believe in and desire your game.


Explicit Procedures and the Permission to Decide

One of the projects that I’ve been doing volunteer consulting on lately, as part of the new plan for Corvid Sun, is actually a previously planned collaboration with two old friends: They Became Flesh with Elizabeth and Shreyas. These thoughts came out of our discussion today—pretty basic and I’m surely not the first to say this kind of thing, but it’s still important.

If there are sections of your game that can be effectively captured with really explicit procedures, then, by all means, write them out that way. There are enough emergent properties inherent in play — from the other players, the fictional situation, etc. — that you don’t need folks to have to make up large swaths of “how to play your game.” Tell them WHEN to do WHAT and HOW, step by step, with just the contextual info they need to make it happen.

However, there are plenty of really important and meaningful aspects of play that can’t be effectively captured that way, especially if your game is intended to have a meaningful emotional impact on those playing. And sometimes the mechanical feel of the game demands more judgment calls than strict procedures.

But even in those cases, I think it works best if the text explicitly empowers the players to make those judgment calls instead of abandoning them to decide things for themselves, if that makes sense. When texts disclaim responsibility or say “just wing it!”, they feel incomplete, like the designers have copped-out or doesn’t really have any clue what the players should do. But when texts say, “examine the situation from this perspective and make a reasonable decision,” they feel empowering and liberating. Then the players know that they have some leeway in this area and can safely decide things to the best of their ability without being too worried about making the wrong decision.

Practically, from the perspective of what the players do at the table, it can be nearly the same thing, but games in the latter mode feel more supportive, like they’re on the side of the players (and thus, in my experience, get played more often).

These two styles work really well when combined together. When the things that need to be done in an exact way are explained very explicitly, the players can do them (surprise!) and know that it’s more or less what the designer intended. And then they feel more confident when the designer says, “there’s some leeway here, make a judgment call,” because they’re operating within a bounded space between explicit procedures.

But if everything is somewhat muddy, if it’s not clear when you should follow procedures exactly (or if there even are standard procedures) and when you should decide for yourself (and how to do that), then you’ve left the players to assemble their own game out of content you’ve haphazardly thrown at them. Some of them will still have a ton of fun, probably, since I’m sure many of your ideas are cool and they’re smart, creative people. But that’s really more to their credit than to yours, as a designer, since there’s no way for their fun experience to be consistently replicated by other folks.


Metrofinál: New Cover Sketch


Our Product is an Experience

Calling them “games” is just an excuse, a pretense to get people to act in ways they otherwise might not.

This isn’t an original observation, of course; it seems like every game studies book that gets published these days opens with a similar declaration. Huizinga called this characteristic, among other things, the magic circle and noted that “there is no formal difference between play and ritual,” since both create a heightened awareness or reframing of otherwise normal activities that encourages participants and observers to behave differently and treat the experience as something distinct from everyday life.

As I noted several years back, I can get you to do anything (or nearly anything) by putting it in the context of a game. When we talk about “game design” in this context, what we’re actually talking about is experience design. While there are strong traditions about what games entail that seem to place restrictions around the kinds of experiences we can design, in reality, we have the entire breadth of possible human experiences to use as our canvas to create “games” or, more accurately, experiences.

This is what I meant in the post linked above, when I said that “Our river has run into the ocean.” Our river, of course, is games and the ocean is all of human experience. As the metaphor attempts to suggest, they’re both essentially made of the same stuff, but “games” are traditionally confined to a narrow channel while human experience contains and connects everything and everyone. Categories, even categories as broad as “games,” are too limiting to accurately describe the current state of game design and play, which is pretty crazy considering how long games have existed as recognized things in human society. We’re probably stuck with “games” for a while, lacking a better term to describe the things we create (at least one that isn’t incredibly pretentious), but it’s important for us to recognize “games” as a term of convenience and not an accurate description of everything that’s possible in our medium. (This is partially why arguing over what is and isn’t a game is kinda silly; “games” isn’t the be-all and end-all of what we do anyway. And “gamification” is a somewhat problematic concept, since games aren’t especially distinct from other kinds of experiences.)

What exactly is our medium, then? I would call it something like experience design, except that Wikipedia informs me that “XD” is already a thing. Luckily, if we can trust Wikipedia at all, I mean something roughly similar to the industry definition, at least in terms of its focus on human experiences, adjusting behavior, and being highly interdisciplinary and cross-medium.

However, experience design from a games tradition (dare we call it XP design?) differs significantly in perspective and focus from the marketing background of XD. We’re not designing an experience to market a product (that’s what we do with demos) but as a thing in and of itself: the experience is the product.

That, I would argue, is critical to remember. To describe it in crude semantic terms — just for the purpose of this argument — rules, books, PDFs, cards, images and diagrams, verbal explanations, texts of all kinds, are not the game, at least not in and of themselves. A game is not something you can buy or sell; those are simply the tools or materials for playing the game. A game only exists as an experience, though experiences can happen in all sorts of ways, not just in the ways we typically consider part of play: reading texts, looking at images, “lonely fun,” etc. Put in these terms, the act of designing a game, I would argue, is not designing the materials used to play it, but designing an experience (or, really, a range of experiences) that can be had — in which some materials may play a useful role, but maybe they are just everyday objects that you are using for different purposes, not necessarily things or texts you designed from scratch.

Likewise, I would suggest that thinking about games as commercial products is a velvet prison. Yes, you can certainly create great games that are commercial products. That’s why it’s a velvet prison! It’s supposed to be nice and comfortable and full of terrific, fun things. But human experience, in all its variety, is full of things that can’t be easily commodified, either because they contain things that are intangible or irreplicable or because not many people are all that interested in or capable of experiencing them. In the same fashion, you could design an amazing game that only one person is ever able to play. That’s a terrible commercial product, unless they are a very rich patron, but it might be an incredible experience for that person — and maybe even the people they tell about the experience. Surely it’s still worth doing even if you can’t sell hundreds of copies of it, just like a myriad other things in life.

So, please, design an experience that exists as an oral tradition or ritual practice, not something written down. Design a physical experience that is more like a sport or dance. (Have you tried to read descriptions of sports on Wikipedia? They’re nearly impossible to understand and provide a terrible idea of what the sport is like to play or watch!) Design an interdisciplinary experience that spans the boundaries between “games” and other categories of human experience. And, when you do that, be confident that what you’re doing is not crazy or strange or experimental, not really. It may look that way from the perspective of the boats on the river, but from a broader perspective — when you’re sailing out with the ships on the ocean — it looks just fine. It doesn’t matter if one person experiences it or a million: if it matters to you, it’s worth doing.

And maybe, sometimes, you’ll end up creating something that can be easily turned into a commercial product that fits an established category — like a card game. That’s great too! There’s never anything wrong with making something you love that brings other people joy. But remember that there’s more out there, there’s the whole world of human experience, and it’s worth experiencing, playing with, and using as the medium of our creations.

When people ask why games are important, how they can possibly make any difference in the world, I just have to laugh, because “games” are essentially the same thing as life, just reordered in different ways. How could anything be more important? What else is there?

Love and Happy New Year!


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