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Feb
16

Sulla posizione dei frutti

Posted by screamingcat

“Il posto delle fragole” è il gioco creato per il contest 5×2 organizzato dalla community GenteCheGioca. Il contest prevedeva la scrittura di un gioco in due facciate A4, e le sue tematiche avrebbero dovuto ispirarsi ad alcune parole chiave, fornite all’inizio del contest.
Dopo aver subitaneamente aderito all’iniziativa, ci siamo trovati all’inizio un po’ spaesati dalle parole chiave; poi, l’idea di Giulia, lampante: “Perché non fare il gdr su “Il Posto delle Fragole”?”
Ok, la parola chiave “Frutta” è stata la chiave di tutto questo.
Per chi non conoscesse cos’è, “Il posto delle fragole” è uno dei film chiave del regista Ingmar Bergman, uscito nel 1957 (anche se forse lo ricorderete meglio per il “Settimo Sigillo”); il film, in parole povere, è una serena meditazione sulla vita e sulla morte, alla riscoperta di sè stessi (non vi dico molto altro del film, nel caso vogliate vedervelo).
Ritornando a noi, ho accettato di buon grado il suggerimento, non senza un grosso ostacolo: non avevo mai visto il film, conoscendolo solo per fama! Me lo procurai in tempo breve, e lo visionai ancor prima; mi piacque molto, a tal punto che me lo rividi una seconda volta, iniziando a prendermi appunti sugli elementi chiave che avrei dovuto cercare di trasporre nel gioco.
La cosa fu molto dura, in quanto Bergman non è né didascalico, né per niente semplice da capire. Il gioco iniziò a prendere forma, sotto forma di un regolamento il più procedurale possibile, ma non senza lesinare qualche esempio di gioco. Poi, la tragedia: mi ero dimenticato che avrebbe dovuto stare in non più di 2 pagine A4.
E via, al layout! Una colonna, due colonne, font 8pt, mettiamo a posto l’interlinea, taglia sta frase, taglia un’altra. Fu la fiera del taglia e cuci.
E nonostante tutto, fu completato. Un giro di revisionare da parte di alcuni amici per vedere se c’erano punti oscuri, e venne finalizzato per il contest.
Ora, dopo un’attesa spasmodica per via della defezione quasi totale dei giudici, viene finalmente giudicato, meritando un secondo posto. Risultato più che accettabile.

Il gioco lo potete trovare nella pagina dei giochi gratuiti, o anche qui.

Chi lo leggerà o lo giocherà troverà come alcuni meccanismi gli sembreranno famigliari: nel design del gioco, davanti ad alcuni punti focali, ci siamo chiesti se ci fossero già delle meccaniche o delle procedure che potessero esplorare efficientemente quei punti, e la risposta è stata più che affermativa. Non avendo però spazio rimasto, non ho potuto dare credito alle ispirazioni.
Prendetelo come un gioco, e vedete se riuscite ad intuire quali procedure appartengano a quale gioco.

May
26

Hello world! Wait, wha-

Posted by admin

Finally i have recovered all the archives of this blog. Webaddress expired, so we put it inside a little box, waiting for the right time to publish everything.

So much joy! We are back!

Sep
22

Intriguing mechanics (and oh, so sorry!)

Posted by screamingcat

This post comes after a long silence from us… the bad part of being a duo is that while everything is shared fun, creativity and thoughts, our burden is double too: work, stress and much more.


But to great dismay of our detractors and haters (if we ever had any), we’re back!


So, what we’re going to talk about?


BC: “Mechanics, you fool. You’ve written that in the post title!”


Oh, Right. Then…


When I think about intrigue in RL, I can observe two macro-situations:



  1. When the intriguer prepares a plan of actions, and it unfolds onto an off-guard victim. That happens in lies, ambushes, financial trading, and scams in general;

  2. Having a chance, the intriguer must do something quickly to take advantage of this situation: carpe diem; this is true even if the intriguer is in a bad situation and could improve his situation or even turn the tide!


In this manner, every lie or plan could be defined as one of these actions, which could also be chained.


Example: a married man wants to meet his lover, and plans (intrigue type 1) some lies to tell to his wife, books a table in a restaurant and calls his lover. Things go well until at the restaurant he meets his wife, and he needs to pull together a believable lie for not being beaten by her on the spot (intrigue type 2). To manage to keep at bay his wife, he needs to come up with something to make up with her (intrigue type 2).


I could shorten them with the terms plan and blow (even if this one doesn’t convince me much).


The blow is pretty straight: you make it or not. Maybe you are very succesful, or your failure isn’t a total failure, but I feel that this one is a unit.


I can hardly say the same about the plan: plans require preparation, risk assessment, resource collection, pulling the threads together and, finally, action.


Having come this far, I could list the parts as:



  1. Planning (including risk assessment)

  2. Preparation (including resource collection)

  3. Carrying Out (including corrections on the fly)


With thess in mind, we could proceed to design the resolution mechanism… but we need still another important element: resources.


BC: “I think I’ll take it up from here! But not now. I want to let this stew a bit.”

Sep
21

Premise Soup and much knife-throwing.

Posted by screamingcat

Ok, so…now we’re going to cut up our ingredients, put some spice on them and cook them. With my secret ingredient. Uhm, what? Do you wanna know what the heck is it?


I choose some elements or themes and emphasize them. That is my little secret.


Let’s evaluate the elements so far, and how I need to cut and spice them up.


Ideology: three players, three very different ideologies… this will surely need some emphasis.


Intrigue: this should be splitted in sub-elements, before it can be analyzed, such as:



  • Power Struggle: characters compete against each other and PNGs to gain influence on the society.

  • Relationships: allies, and people to exploit.

  • Treachery!: Loads of it! Assassinations! Double-dealing! Traitors!


End of the Known World: players don’t know really much, but the world is going to end.


Now I’m going to do something that I usually dislike… I’m setting my viewpoint from the bottom of the game, from the end.


We have an abrupt end of the known world; this must be triggered by something, and since I don’t like fixed game turns that much, it should happen when some condition is reached.

We decide that the trigger will be Entropy. Entropy defines when the endgame condition is reached; every now and then its value is checked. Maybe the Entropy value is measured in tokens, fixed numbers, or dice.


After almost no discussion, we choose dice.


Entropy is, in simple words, the amount of uncertainty in a given system. Players could add up some of these dice in the resolution of conflicts to improve their chance of a positive outcome… but this will come at a price.*


SC: First, even if the conflict was won, the situation will be spiced up with a little twist, by something the character is uncomfortable about, or a very unlikely event.

BC: I’d say that the unlikely event is in favour of the character, and the downside is an “Entropy discharge”, that is, something dying, in the broader sense.


Then, these dice are going into the “End Pool”, every dice adding up to the Endgame trigger.


Ideology is where the Premise comes forth: How important is your Ideology to you? What would you do to support it?


Players are encouraged to explore their characters into a set of stereotyped beliefs, doctrines and prohibitions. The setting defines the guidelines, but only the players can choose where and when to cross the line.


*Yes, this is our personal take on the beautiful Madness mechanics from Don’t Rest Your Head.


In the next post: Intriguing mechanics.

Sep
16

What do these things taste of?

Posted by screamingcat

Ingredient: Fleur-De-Lis

Related thoughts: Nobility. Renaissance style. The symbol of purity of blood and heritage, the dominance of honor, courage. Enlightened men, born to rule mankind.

Ingredient: Dividers

Related thoughts: Engineers. Freemasonry. The symbol of intellectual achievement, the dominance of reason. Enlightened men, born to guide mankind.

Ingredient: Seagull

Related thoughts: Sailors. Pirates. The symbol of the sea, as untamable force of nature, the dominance of matter. Enlightened men, born to lead mankind.

Hm. I think we can already see where we’re going. Let’s give a shot at the last ingredient…

Ingredient: Star

Related thoughts: Space. Spaceships. Aliens! INTERSTELLAR EMPIRES!

- Screaming Cat: OMG THIS IS DUNE!

- Banshee Cat: Hrm. Yes. Let’s look at Dune and see why we’re trying to make a Dune game.

- SC: Because Dune has A LOT of Intrigue. And etiquette. And nobility. A baroque setting with fantastic creatures. A scarce resource far more precious than oil. And a beaten population, waitng for its Messiah.

- BC: Yeah. It pretty much can’t get better than that.

- SC: So we’re set on Space Opera, but let’s try to move away from Dune.

- BC: Hm. Let me think on that over a quick coffee.

[some hours later]

- BC: Hey! What if the star was actually a dying star? Close to supernova?

- SC: A humanity facing disaster, divided in three ideologies.

- BC: Spirit, Reason and Nature. Three ideologies. Three players (Yes, I crave the Cerberus Award).

- SC: I have a badass idea for the Dying Star. Let’s design it at the center of the game board, and dice will –

- BC: Hold it! This post is about Ingredients, not Cooking.

- SC: Ok then. ‘Til next.

In the next post: Premise Soup and much knife-throwing.

Sep
15

Cats in the Kitchen

Posted by screamingcat

Ok. So. Game Chef 2009 Blog!

I’m more a game designer than a blogger, and if you consider that I’ve given my first attempt at game designing in june, you will figure just how bad I am at blogging.

But hey! I’m here to give it a shot!

My name is Giulia Barbano, somewhere known as Giullina. I shall be the Banshee Cat here. My companion through this adventure is Luca Ricci, well known on the web as LucaRicci (yeah, I know). His sobriquet shall be Screaming Cat.

Together we wrote Dreams of a Flying Lady, for The BPG Aeromachine Challenge.

What we learned from the contest was that we still have a lot to learn and that we have huge fun working together, so:

Our idea is to dive in the contest and go on for the whole year.

We’ll poke our heads around almost every day until we’re satisfied.

We’ll try to work with as many ingredients as possible and aim at some awards – even though we already know that there will be no chance whatsoever to get the Brevity Award.

So, that’s about it!

In the next post: slicing and dicing ingredients.