Archive for October, 2006After giving presentation on character-driven game design I was given pointer to idea of conflict webs and flag framing by Bankuei. There are things that corresponds with I have presented in my Character Design Fundamentals for Role-Playing Games. Especially interesting is a NPC role wants to use PC (in addition to supporting or being against PC), which I have somewhat neglected (although this role has been present implicitly) in my writings.
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Tutkimuksia roolipeleistä:
Web Hyödynnettäviä
Lista eivät ole mitenkään kattavia. Satu kommentoinee vielä listaa. Hieman toisenlaisen luettelon löytää Tuomas J. Harviaisen blogista.
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(Added Nov 22. 2006.) The presentation was based on my chapter Character design fundamentals for role-playing games in Montola & Stenros (eds.) Beyond Role and Play.
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I came across an essay Dice rolling mechanisms in RPGs (pdf, html) by Torben Mogensen at John Kim’s RPG System Design Page. The essay discuss about calculating probabilities and qualities of some method. There are also some discussion about other randomizing methods like cards and an example of how to use probability formulas in game design. The covered stuff is also usable also in computer design. This reminds me of Adam Carpenter’s piece Applying risk analysis to play-balance RPGs at Gamasutra. The essay is about computer RPGs, but is can be also used with table-top system design. Risk analysis (or other simulation based evaluation method) would probably be good addition to the method described by Mogensen.
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I will be speaking about role-playing theory (with Satu Heliö) and character driven role-plying game design at Tracon II, 28th October, Tampere (Tracon is table-top and live-action role-playing game con). Character driven role-playing game design presentation draws heavily on PhD research. The goal is to present some design aspects in very practical and understandable form.
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I got some new books. Game Writing Narrative Skills for Videogames is one of them. I have just browsed it throught, but I desided to comment one thing that I noticed. In Chapter 1: Introduction to game narrative Richard Dansky writes:
How immersion is the ultimate goal for video games? The argument is missing, and I do not thing that there are very good arguments to back up the claim. To me, it seems that the author(s) is exluding wide variety of possible effects by setting up immediacy as his ultimate goal. Irony or comic effects can be heightened by other non-immersive means as seen, e.g., in Monkey Islands series. Also, Fahrenheit’s split screen technique is not about making players forget that they are sitting on their couch, but creating tension dispate that the game reveals it gameness. Anyhow, I need to read the whole book. Despite the abobe-mentioned stuff, the book seems really interesting. Bateman, C. (ed.) (2007). Game writing: Narrative skills for videogames. Boston: Charles River Media.
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Some notes on Play and Its Role in the Mental Development of the Child by Vygotsky:
Some Vygotsky to read: Play and its role in the Mental Development of the Child The Psychology of Art
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