fang_langford ([info]fang_langford) wrote,
@ 2007-11-02 10:10:00
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Downtime
Just dropping a note to let you know.  I'm taking some time off to focus on a huge project.

I finally solved (finished designing) Scattershot!

I plan to begin drafting yesterday (actually I did).  If you want to keep up with this development, you can start by heading over to it's development blog.

Look for big things soon!

F

p.s. The simplest way I could nearly describe it is, "The campaign is rolled up and played just like the other player chara."


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[info]the_tall_man
2007-11-02 04:02 pm UTC (link)
In your game design, is "Fiero" - the feeling of triumph over challenging adversity - something players can obtain?

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Genre Expectations
[info]fang_langford
2007-11-02 09:55 pm UTC (link)
That's a very good question,

Depending on the genre played, absolutely! In two ways (I hope), by overcoming obstacles within the diegesis and also by overcoming complications presented by the gamemaster or other players.

This last one is underscored by the idea of giving the gamemaster rules to follow. A gamemaster with infinite capabilities can only be overcome at their choice, which feels like a patronizing win. Every game I've played has been haunted by the idea that the gamemaster is fine-tuning things behind the scenes to ensure my progress (except LARP - a heady experience that).

F

p.s. A specific genre counter-example might be the 'romance novel' genre. While in some cases a secondary plot-line results in a 'fiero' moment, most do not. Yet there are very clear endings expected.

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