Generation of the world or universe, the setting, is important to numerous aspects of creating media, from novels to games. Careful design can’t be undervalued.
A Study in Collaborative World Building
Our gaming group got together to start planning a new D&D 5e campaign. I went back into my world-building tools and applied methods I talked about in my Index Card Codex series.
Game Design by Example: Making an Idea into More
“I have this great idea for a game.” In creative circles, it’s a phrase that gets joked about because it’s often followed by some variation on “…and you should make it for me.”
Magic Patents, Trolls, Scabs, and Open Source Spells
Spells have a special problem: they’re information. Spells are knowledge which, when learned, perform a specified effect.
Review: “Captain America: Civil War”
I thoroughly enjoyed Captain America: Civil War, but watching it with my wife, I was struck by a few major compromises the film made.
Corporate Contracts in the Far-Off Future Dystopia
Violence makes things messy and inconvenient. Corporations like things neat and convenient. And bureaucratic.
The Game Behind My Serial Novel
Taken on its face, football is a bad game. It takes roughly 3 hours to complete only 11 minutes of actual football. If you were forced to play games with such unfavorable numbers, the equivalent would be an eight player game of Talisman.
Game Design by Example: Introduction
When I started designing games 4-5 years ago, I used to post all of my designs in public as I was working on them. As my life got busier, I started doing that less and less. I’ve recently realized that I need to do it more.
Surviving
Survival mode pumps Fallout 4’s feel up to the right notch, adding a little something I missed without quite knowing it.
The Decker and the 10M of Fiber Optic Cable
Algorithms become faster, smarter, and more efficient. Nastier. More aggressive.
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