Sunday, January 31, 2010
Azumanga Daioh--Missed Communication?
Saturday, January 30, 2010
Research Findings Part 1 (With Links!)
As I mentioned in my general overview of my topic, my research for game design class this semester is dealing with the history of role playing games (non-computer). In this portion of my research findings, I will discuss the history of RPGs pre-Dungeons & Dragons, since, as I mentioned before, that entire tale is far too complex to relate in just part of a post. The D&D saga is probably going to be its own mini-series of posts so that I can throughly cover the information and still keep things relatively short. (I know I've already failed to do that in some previous posts!) I've already found some great information about the beginnings of role playing games, or at least their origins.
Friday, January 29, 2010
Spilling the Beans...and the Asparagus, Heirloom Tomatoes, and Wild Mushrooms
- Although this sounds ambitious, I would like to try creating a resource and time-management game based around Kingsolver's invented "vegetannual", a plant that bears every type of fruit or vegetable according to the growing season. I would start by choosing 4 to 6 consecutive months out of the year in which the player begins his or her farm adventure. The player would have to plant seeds and care for them, harvesting crops only when the plants are ready and not a moment before or after. Kingsolver stresses this, especially with certain crops, as well as noting that fresher veggies taste best. Rewards for a good month of growing could be: an increased harvest (which would add to the player's money supply after the farmer's market), special heirloom seeds being "unlocked", and more helpers and equipment on the farm (which would be able to be hired or purchased with in-game money). Penalties for a poorly-managed month could be: insects eating crops or plants rotting (failure to harvest when the time is right), effects from the weather (did the player plant something when it was still too cold and the seeds died? was the weather too hot, dry, or rainy?) and both of the previous would result in a loss of harvest, and therefore resources and money.
- The second idea I had which is simpler is that of a quiz game. In keeping with the "vegetannual" theme, I would devote each level to one plant or season, following Kingsolver's example in the book where, in early Spring, she devotes an entire chapter to the care and keeping of asparagus. In the asparagus level, I would create questions about asparagus; why it's healthy, what it looks like, where it grows, how to grow it, etc. Each correct answer would result in an asparagus plant being placed in the player's empty patch of land, until it is filled in at the end of the level. The next level would start over with the bare patch and a different plant, and the process would repeat.
Research Topic

I want to cover the history of these games, from the beginning of their development up to current times. Let me clarify what I mean by "role playing games". The term "role playing game" or RPG, for short, gets tossed around a lot and can be used or abused to cover anything from Dugeons and Dragons (and similar dice-roll and pencil and paper games) to a genre of video games (and a subset called "MMORPGs"--massive multiplayer online RPG, such as World of Warcraft and others) to LARP (Live Action Role Play, basically acting out anything from being a society of vampires to being engaged in medieval battles). I strictly want to cover the first kind of RPG, the "tabletop", dice-rolling, writing down a character and giving him a personality type of role playing game.
I have already found some really great information (links to sites are to come, I am not on my own laptop now, where the bookmarks folder currently resides). For example, the first role playing games were military strategy games. There were ancient versions and variations in China and Sumeria (I think, I need to check on the second one), and a later version developed for the rulers of Prussia (now Germany) centuries later. Similar games hit the U.S. much later, but the common tie between all of the military-themed games was that the emphasis was mostly on the dice rolls and the strategic movement of the miniatures in battle.
Role-playing came later, with parlor games in the 1900s. These games were meant for dinner parties, and the guests would act out things such as "whodunit" murder mysteries.
The history, creation, and evolution of Dungeons and Dragons (aka D&D) and its similar games is a saga unto itself. That's most likely going to be its own post. I also want to shed a little bit of light on the religious opposition surrounding the game (I say "a little bit" because there is a great deal of opposition!) and discuss how Dungeons and Dragons specifically has evolved on its own. D&D as we know it today has been around since the '70s, so there's a lot of game history there!
Thursday, January 28, 2010
Production Meeting
Thursday, January 14, 2010
Magically Delicious Gaming
One part of Chris Crawford's article, "What is a Game?" that really struck me as being interesting as well as relevant to the type of games I play was the part about the significance and of interaction in games, which Crawford also refers to as his scale of “gaminess”. Crawford explains the nature of interaction in games (a.k.a. the “gaminess” scale) by comparing puzzles, which have little to no interactiveness in them, to slightly more interactive games, such as blackjack and tag. Crawford argues that blackjack and tag are higher on the “gaminess” scale because they are more interactive than puzzles: there are more players involved, and there are decisions to be made or physical activities to be performed. The higher tier games on the scale are the more interactive ones, such as football (a whole team of players, more complicated plays on the field), bridge, and poker (bluffing, decisions to bet or fold, many players).
I found this part so interesting because it really matches up to some of the games I enjoy on a day-to-day basis. I am going to call it a board game, even though it is a card game, but I’m going to post that my favorite “board” game is Magic: the Gathering. Yes, it’s those strange cards with the pretty yet trippy pictures on them that all the nerdy kids at your high school played at their own secluded lunch table, but I play it and I think if Chris Crawford knew about it, he’d rank it an 11 out of 10 on the “gaminess” scale. First off, there are a few hundred cards that come out in each new “set”—the most currently printed cards, so combined with all of the old sets, there are thousands of possibilities to put in each 60-card deck. That allows for creativity on the players’ part, so two players may have decks with the same basic colors (there are 5 colors in Magic cards, each representing elements…I told you, it’s nerd stuff) but the decks can be completely different when played. Magic is also highly interactive, because each player needs to be able to play cards on his or her turn and often be able to stop the opponents on their turns with special "Counterspell" cards. As Crawford describes with the traditional card games bridge and poker, there is also deception, cooperation, lots of strategy, as well as trying to interpret what the opponent will do.

