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packbat: A headshot of an anthro bat-eared fox - large ears, tan fur, brown dreadlocks - with a shiny textured face visor curving down from zir forehead to a rounded snout. The visor is mostly black, but has large orange-brown ovals on its surface representing zir eyes. (batfox visor)
Thursday, April 14th, 2022 10:15 am

We made a game for the Black and White Jam #8 game jam! Click through if you want to play it!

[a circle made of arrows] logo: the title on top of, quite literally, a circle made of arrows. In parentheses below: by Packbats.

It's fun! Very abstract-strategy spatial-thinking planning-ahead-y - it goes well until it doesn't, in our experience. Content warning for blinking - it can be kinda disorienting.

Anyway, we're gonna talk about it a bit.

Read more... )

It was a lot of work, our wrists hurt after, and there's a lot about it we're dissatisfied with ... but damn, we made a game! We made a jam game! And it's fun!

Like, really, this is something we'd already figured out: our best shot at making something is to make something we'd want to play, and that's what this is: a game where you can turn the music off (it's in the pause menu, hit Enter or Esc) and occupy your eyes and fingers while a podcast happens.

And we'll go back to it, eventually, and add a tutorial and a music volume control and suchlike. But for now we're proud.

packbat: A bat wearing a big asexual-flag (black-gray-white-purple) backpack. (Default)
Wednesday, June 30th, 2021 10:39 am

(Feel free to skip this first section if you're already familiar with the MDA framework - it's mostly just recapping the concept.)

Let's start with Sensation as an example. )

The point here is: if you remember that you want the player's sensations to be delightful, it changes how you do the low-level work. Likewise, if you want the player's attempts to overcome a challenge to be rewarding, it changes how you do the low-level work; if you want the player's efforts to discover what's in the world to be satisfying, it changes how you do the low-level work; if you want the player's experience of the game's fantasy to be engrossing, it changes how you do the low-level work. And so on for the other four aesthetics on the list in the original MDA framework paper: Fellowship, Expression, Submission (i.e. zoning out), and...

...and actually, I'm not sure Narrative fits in here. )

It's not controversial to say that writing in games is better when it's not treated as separate from everything else, but I think that goes deeper than just saying that. It's not just that the game mechanics and the writing both tell stories, it is that the game mechanics and its story both create aesthetics of play. And that changes how you do the low-level work.

packbat: A bat wearing a big asexual-flag (black-gray-white-purple) backpack. (Default)
Tuesday, April 20th, 2021 08:46 pm

I don't think it's very confusing to think of someone who writes out a set of rules to guide the play of a tabletop roleplaying game as a game designer. Their decisions shape everything that happens at the table - what aspects of the experience get focus, what aspects get glossed over, what deserves reward and what that reward looks like ... their role in a tabletop game is very clearly that of a designer.

The idea of a GM as a game designer comes up periodically in GM advice columns. I think we first saw this in the form of blog posts highlighting elements of the Mechanics-Dynamics-Aesthetics (MDA) framework as relevant to GMing, particularly the idea of aesthetics of play; a player who thrives on experiencing discovery at the table is going to want different things out of a session than a player who thrives on performing a role as a character, and GMs are well-served by being aware of what their players want (and what they themselves want) and designing what they create and provide to the players with that knowledge in mind.

A lot less obvious, I think, is that the players design the game as well. Pacing is an element of game design - and the same combat created by the same GM in the same system, for example, can be a tense three hours spent calculating every move to deal with one's opponents as effectively as possible or a single whirlwind hour of snap decisions and adapting plans on the fly, depending on how the players conceive of their roles and how they act within them. Narrative focus is an element of game design - and the same scenario can be a romp from battle to battle or a series of negotiations to muster enough support from all the parties involved to forge a peace, depending on how the players interpret their role within it. Tone is an element of game design - and the same system can produce a lighthearted comedy or a grim struggle, depending on what the players contribute to the story with their choices.

None of the participants in the event of a roleplaying game have full power over it - it is, as everyone always says, a collaborative storytelling - but all of them have some power over it. And I think it benefits all of them to be conscious of that - benefits the authors of systems to know what they want to facilitate, runners of games to know what they want to provide, and players of games to know what they want to do.

packbat: A bat wearing a big asexual-flag (black-gray-white-purple) backpack. (nanowrimo09)
Monday, January 18th, 2021 12:37 pm

We've been pretty interested in game design's Mechanics-Dynamics-Aesthetics framework for a while, but today for reasons we decided to take the idea of "the list of aesthetics isn't fixed, these are just the ones we, the authors of this paper, thought of" and extend that to making a list of aesthetics for traditional non-game fiction.

Edit: To sum up very quickly: one of the ideas of the MDA framework is that players engage with videogames to enjoy particular aesthetics, and serving their aesthetics successfully is a big part of making effective games. So, it's not that, say, challenges of execution are what makes games good, but if that's what you play a particular game for, then how well it does that is part of what might make that game good. Or bad.

What we (mostly Packdragon, I think) came up with, with a bit of help from someone on one of our group chats:

Setting:
The vividness and interest of the world in which the story takes place.
Allegory:
The political, moral, or similar implications of the fiction for the world outside the fiction.
Simulation:
The care with which plausible connections of cause and consequence are represented.
Identification:
The establishment of affection for characters within the story whose success is desired by the audience.
Character Development:
The representation of change within characters as they progress through the story.
Interplay:
The dynamics formed between characters who interact within the story.
Mystery:
The establishment and subsequent resolution of curiosity about elements within the world.
Spectacle (or Sensation, to borrow from the original list):
Moments and scenes which are delightful to behold.

It was a really delightful exercise, and looking back at the original list, I think it shows a substantial weakness in the idea of isolating "Narrative" as a separate aesthetic of play: we would analyze narrative as a dynamic which can serve many other aesthetics, not as an aesthetic in and of itself.

(...the fact that, to the authors of the paper, 'Narrative' felt like a self-contained aesthetic separate from the creation of a fictional world, the exploration of a creative work, and the overcoming of challenge by the player? Feels of a kind with the phenomenon of incoherent game design that inspired the coining of 'ludonarrative dissonance' as a term.)

(Those were sure some long sentences. Oh well.)

I think this was a really good exercise. It'd be interesting to do the same thing with other artistic media, like music or visual art.