Stories from The Road

I’m designing a zombie-survival card game with the working title The Road. It’s a semi-cooperative game. Your chances of surviving alone are small but the zombies are not the only threat on the road. Food is short and your fellow travellers are eyeing you dangerously.

The thing I like best about the game is the stories it generates. I’m playtesting at the moment and recording the stories on a new blog Stories from The Road. Check out that site for updates about the game.

I’m also looking for an illustrator to work on designs for the cards. I’m looking for a gritty, semi-realistic comic-book style like The Walking Dead or Y: The Last Man comics. If anyone is interested, let me know.

Published in: on December 5, 2012 at 7:45 am  Leave a Comment  

A Blessed Road

We found a trading post on the first day. We had nothing much to sell, so Michael exchanged the pistol and some bullets for food. A risky move, but it turned out to be good as we didn’t find much more.

We scoured the library for a map without any success but then chanced to find one in the church. Our luck was in – or perhaps I should say, we were blessed — the airfield was nearby and we were able to find a quick route there.

We arrived to find four zombies in residence but a couple of flares kept them distracted while we ploughed into them which Francis’ axe and Sarah’s machete. We made short work of them and while it would be wrong to say we escaped unscathed, we escaped all the same.

Published in: on December 5, 2012 at 7:13 am  Leave a Comment  

A Treacherous Road

Francis killed Michael in the middle of combat with some zombies so we could eat his corpse. Then the three of us took on a hoard of zombies attacking an army base. One of the soldiers died in the battle and we shot the other one afterwards to steal his food.

Finally we battled seven zombies at the airfield. They were turning up as fast as we could take them down! Francis died but Angela and Sarah made it out alive, if only just.

And the dog died.

Published in: on December 4, 2012 at 7:11 am  Leave a Comment  

The Block of Granite – A Parable

[A little parable I wrote today. Nothing to do with games but I thought I'd share it anyway.]

The Block of Granite – A Parable

Once there was a huge outcropping of granite in the middle of our village. The elders called it Wisdom. They would sit on it and meditate, or rest under its shade from the summer’s sun. It was large, solid and dependable.

However the town grew and the boulder, for all it’s solidity, was impractical. (more…)

Published in: on November 6, 2012 at 12:19 am  Leave a Comment  

That Ball Game

[This article is a work in progress, to eventually be submitting to a yet-to-be-determined journal.]

The Game Design Workshop is a single-semester course in game design for computer science and digital media students at the University of New South Wales. It is based on the principles of experience-based, player-centric, iterative design, using the Mechanics-Dynamics-Aesthetics (MDA) framework and LeBlanc’s 8 kinds of fun. My objectives in teaching the course are to open the students’ eyes to the many kinds of experience that can be created through play, to give them a wider vocabulary to describe these experiences, and to equip them with a toolkit of design patterns they can use to craft new experiences deliberately.

Philosophically, I adopt a learning strategy based on the theory of experiential learning. Abstract ideas are couched in concrete experience, both before and after. Students are given games to play, in class and as prior homework, to expose them to the ideas that we will cover in lectures. We follow this with design exercises to turn ideas into practice.

In this paper I focus on one particular game we play in the very first class of the semester. The game has no official title but goes by the moniker of “that ball game”. It is a simple and rather childish activity that involves throwing brightly coloured balls around the classroom. Nevertheless, it has proven to have remarkable depth as a learning experience. I have been playing and refining it with my class for over six years, and my graduate students have urged me to document it as they have begun to take it on in their own teaching practice.

In the following, I describe the game and how I employ it as a teaching tool. I have found it to be useful as a way of restructuring the classrom, as a community building exercise, and as an illustration of the ideas of game mechanics, dynamics and aesthetics. I offer it here for others to use and remix to their own purposes as they see fit.
(more…)

Published in: on September 25, 2012 at 5:31 am  Leave a Comment  

Book: Evolutionary Games and Replicator Dynamics

Evolutionary Games and Population Dynamics, by Josef Hofbauer and Karl Sigmund.

I won’t lie to you. This is a dense mathematical work full of theorems, proofs and exercises. I only understood about a third of it. After the first seven chapters I got lost and could only scan page after page of formulae. But what little I understood was very interesting and work sharing.
(more…)

Published in: on July 24, 2012 at 1:39 am  Leave a Comment  
Tags: , , ,

Ira Glass on Storytelling

Talking about creativity, you’ve probably already seen this doing the rounds, but there is a lovely quote from Ira Glass on the difficulty one faces as a new artist, when your taste exceeds your capacity to create:

(more…)

Published in: on July 20, 2012 at 6:27 am  Leave a Comment  
Tags: , ,

Books: Steal Like an Artist

Steal Like an Artist: 10 Things Nobody Told You About Being Creative, by Austin Kleon.

Austin Kleon’s Steal Like An Artist is a must-read for any aspiring creative, whether in writing, music, visual arts or game design. It contains a brief but profound manifesto:


(more…)

Published in: on July 20, 2012 at 6:09 am  Comments (1)  
Tags:

Books: Danger

Danger: Our Quest for Excitement
by Michael J. Apter.

Why do people enjoy dangerous sports like mountaineering or running with the bulls? Why do civillians enjoy playing soldiers and why do ex-soldiers sometimes talk about the dangers and even the suffering of war with nostalgia? Why do we enjoy other’s suffering in stories or movies or the evening news?
(more…)

Published in: on July 18, 2012 at 7:09 am  Leave a Comment  
Tags: , , ,

Emergence and Game Based Learning

In game design there is a commonly made distinction between “emergence” and “scripting”, but the distinction is often poorly explained. Emergence is often treated as some kind of ‘magic’ that just happens (or fails to happen) when a system is complicated enough. Or else is just a term used to explain anything unexpected in a game or unintended by the designer. We are only beginning to understand reliable ways to engineer emergence deliberately, with specific goals in mind.

Rather than speak of ‘emergence’, I see a more useful distinction between ‘endogenous’ and ‘exogenous’ variables in economics. The exogenous variables are those whose value is imposed from outside the system, while the ‘endogenous’ variables arise from the system itself. So, for example, in an economics problem the supply and demand curves are often exogenous (externally imposed) but the price is endogenous (the outcome of balancing supply and demand).
(more…)

Published in: on January 23, 2012 at 5:40 am  Comments (3)  
Follow

Get every new post delivered to your Inbox.