December 2, 2016

Smorgasbord: Good Things in Small Packages


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Recently, my gaming and design interests are gravitating towards “smaller” games. They might be physically smaller games or have more condensed, less sprawling gameplay - or some combination of the two. Part of this is no doubt driven by time. Getting together with a big group of people for an extended gaming session is a challenged endeavor. And so I’ve turned more towards games that I can play on a more casual or spontaneous basis, particularly among my immediate and extended family circles. These tend to be games that are quick to setup, straightforward enough that a 6- or 7-year old could stumble through, and yet which still have some appealing “hook” that gets people wanting to play.

In looking back, I realize these “what I’ve played” posts that were supposed to be monthly or quarterly thing are more like a yearly thing. Ah well - that just means there is more to walk about! So anyway, over the past year, here’s a little run down of what I’ve been playing - along with some other stuff thrown in for good measure!



August 26, 2016

Reflecting on Depictions of the Great War


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I just finished listening to Dan Carlin’s podcast series on World War I Blueprint for Armageddon. A friend, far more into history than myself, urged me to listen to the show - and on a whim I did. Approximately 24-hours later, spread out over the course of a month, I have absorbed it - in all of its shocking, horrifying, and tragic reality.

I’ve never been a big history buff, preferring instead to appreciate the subject from afar and look forward. But I am utterly enriched by having listened to this tale of humanity gone off the rails. The time period leading up to the Great War and during it, is a time I knew little about - but always seemed so interesting to me, the roots of it so buried in the past and yet so close and tangible to the modern world.
 


July 21, 2016

Delusions of Grandeur (Part 2)


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PART 2: The Fresh Smell of Administrative Air

My delusions continue from Part 1 of this series, which provides teasers, spoilers, and other amazing ideas I have for creating my very own, not-another, space-based 4X game. Last time I outlined the big vision for my 4X game, Transcend, which is built around the notion of guiding your civilization to transcendence while avoiding any number of galactic threats that want to eat you and your citizenry for a midnight snack. I also talked about some specific design goals, around trying to eschew the usual 4X complexity for something built around simple numbers and a relatively small number of total turns. In other words, a more finely tuned game all about hard decisions and big consequences.

In this installment, I’ll be talking about a few core elements of the design related to the structure of your empire and its management.



July 18, 2016

This Thing Called Strategy


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Geopolitical strategy, circa 1675


For the past few years, a question has been haunting my dreams: What is strategy? A narrower follow up question is: What makes a compelling strategy game?

One reason this question has been bothering me, particularly in terms of 4X or Civilization-style games, is that so often the gameplay does not feel like what strategy is or ought to be, at least for me. If the gameplay isn’t strategy, then what exactly is it? And if I’m not getting what I want out of a strategy game, then what in the heck do I really want?!

I have a number of pet theories floating around these troubling questions, which might help me work towards an answer. Fair warning though, much of this article will be spent in the realm of “pontification” or “theorycrafting.” Back in the old days, we called this “BSing.” You’ve been warned!



July 5, 2016

Ubiquitous Violence


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My father passed away recently in a tragic accident - and so I’ve been thinking and reflecting.

My dad was a staunch supporter of non-violence in all aspects of his life. But despite this, while I was growing up he purchased a fair number of violent games upon my request - such as the First-Person Shooter (FPS) game Doom and its many followers and derivatives. At the same time, he always stressed the importance of separating reality from fiction. And while he allowed me to play these games, I knew he found them distasteful and the violence unnecessary - especially when there are so many other wonderful things one might explore instead. He was always looking for a game that emphasized discovery and mystery, or story and problem solving, or journeys and narratives. Anything other than yet more violent action for its own sake.
 


January 22, 2016

Smorgasboard 2015-16: What's Going On Edition


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Hello fellow readers! It’s been a little time since posting, but I felt a year-end recap and look-a-head into 2016 was in order. Please bear with the Smorgasboard nature of this post, but do feel free to bounce around, sampling which ever delights strike your fancy.

Today’s Menu:
- Boardgames!
- Articles & contributions!
- Wot I’m Playing!
- Game design projects!