Game Blurb: Do All The Things!

written by Ian Hertzberg

Okay, so this is going be a short and sweet post, but an important one none the less. Do all the things! Seriously, do stuff lots of stuff. Learn stuff, go places, see things, it is incredibly important that you do. Why? Because knowing more and having experienced more give you more to draw on when making a game.

If you read my article about experiences (if not check it out: here) then this should be starting to sound a little familiar. Tons of game designers draw on personal experience when making work. Experiences that the designers went through or felt physically or emotionally have helped create truly great games, but you can’t have those experiences to draw on if you don’t have many experiences.

That being said, learning is an experience too and learning a little about a lot of different subjects can really help to inspire your designs. When I write fiction mythology, world history, and culture have a huge influence and inspire me on a regular basis.

So, what I’d urge you to do is go out into the world like it was some sort of open-world RPG sandbox and interact with it. Travel to new places, taste new food, meet new people, do something new, have experiences. It’ll help you grow as a designer and it’ll help you grow as a person too.

Also, if you think that learning more about mythology and classical literature would be a cool way to expand your knowledge then I highly recommend giving Overly Sarcastic Productions a look. They’ve got great summaries of classical literature and myth with an extra dose of humor and wit. Seriously give them a look.

As always feel free to leave a comment below and let us know what’s up. I’m always interested in the thoughts and opinions of others.

Game Blurb: World Design & Fallout 4’s Settlements

written by Ian Hertzberg

 

So, do you own a copy of Fallout 4? Chances are that you do; it sold pretty well. If so, you can use it to practice a little bit of game design and chances are you already have.  Fallout 4’s settlement mode is a great tool for practicing a little bit of world design. The mode allows you to place various objects and create various structures within a set area as well as populate these area’s making them a place to live. If you’ve been using the settlement system you’ve been practicing world design without even knowing it. Neat, right!?

But how can you learn even more from Fallout 4’s settlement mode? By using it knowingly. When you’re building settlements incorporate design philosophy into your builds. A good place to start is by analyzing how Bethesda has created a lot of other areas in Fallout 4. Pay attention to the aesthetics of the design. Most of the buildings look fairly ramshackle and poorly built. This is a post-apocalyptic setting after all and the people living in the wasteland don’t have access to proper tools or equipment and have to make do with what they have. So, maybe you could try and mimic that kind of design philosophy yourself throughout your various settlement builds. For instance, if you’re building in a settlement that’s near a train yard maybe you could use train boxcars as part of your design, maybe you could turn those boxcars into shops and home for various settlers.  Near a location that contains a lot of demolished cars? Then maybe try building structures out of old tires and scrap metal.

 

the exterior of a settlement's wall using a bus as part of the wall in fallout 4 at night
This is the exterior of a bus I used in the construction of a wall around my settlement at Red Rocket gas station.

 

With a design philosophy pertaining to realism, you would want to think about what objects make up the structures in your settlement, how your settlers got those items, and how practical their use would be.  I, for instance, tend to build walls around my settlements using elements of resources prevelant in the surronding areas. For example, at the Red Rocket Gas Station settlement, I used buses and truck trailers to make up portions of the wall surrounding my settlement I then made the inside of these settlements double as a home as I could see my settlers using them as such. But, that’s just using a design philosophy built around realism in terms of the world you’re building in. I could think of a couple other philosophies you could use when building a settlement, such as one based around making outlandish and unique structures, or another design philosophy based solely on how much utility and function structures provide your settlers.

 

This is the same bus from my game, but from inside the wall.
This is the same bus from my game, but from inside the wall.

 

fallout-4_20161102195547

 

I tend to like the idea of designing with realism  in mind because of the limitations and challenges it puts on building things and I think it is a great exercise in world design. If you’ve played a lot of previous Bethesda Softworks styles you’ll notice that they have a ton of really believable areas in their world because they do think about the overall environment and the world their building in, but that is an article for a future date.

 

And this is the inside of the bus converted into a living quarters.
And this is the inside of the bus converted into living-quarters.

 

P.S. One more tip for Fallout 4’s settlement mode before I go. Try not to overuse a particular asset if you can. Too much of one asset repeated over and over tends to break the overall vibe of realism and doesn’t have nearly as much aesthetic appeal as something that uses variety. If you’re looking for tips on building Fallout 4 settlements in general, I highly recommend checking out the youtube channel: No Respawns. He does a great job at creating some believable and innovative settlements.

So go out and give building a settlement using a design philosophy a try also if you like the kind of content I’m putting out feel free to leave a comment below.

 

Game Blurb: Learning Game Design with D&D

written by Ian Hertzberg

 

This article is going to be talking about pen & paper role-playing games such as D&D. If that all sounds like a load of jargon to you might I suggest taking a look at one of my previous articles: D&D and Modern Game Design.

If this isn’t your first time rolling a D20 or any other kind of funny shaped dice then you’ll fit right in.

So, you want to get experience in narration or design or maybe narrative design but, like me, you’re not a computer whiz who has a decent command over programming languages like C# or Java Script.  Well, you’ll probably have to deal with those things someday, but it doesn’t have to be now. In fact thanks to pen & paper role-playing games you can actually start designing right now.

For this article, in particular, I’m going to be using Dungeons & Dragons or D&D as an example, but this applies to any and all pen and paper role-playing games. I’ve just picked D&D for this example because it is what I’m most familiar with and because there is a free lite version of the rules that you can download and use by clicking on this link. The Basic Player’s Handbook and the Basic DM’s Handbook should have downloadables at the bottom of the page.

Okay so you have the rules, but now what? Well reading the Player Handbook and DM Handbook both is a good start. You don’t need to read them cover to cover, although you should read both in their entirety later down the road.  For now start by getting a feeling for how the game is run, the introduction section of the player handbook is a great place to start as it acts as an overview as to what D&D is.  You’ll also want to keep these on hand when you play to consult the rules.

(Sidenote: I almost forgot, but you’ll need to pick up various polyhedral dice: a d6, d8, d10, d12, and a d20. You can get these at a local game store or download one of the free dice apps on either the android or ios app stores)

Okay, so now that you’ve looked over both handbooks maybe you’re starting to see how this could lead to learning about narrative and design. Dungeons and Dragons is a series of systems you can use to create not just a story, but an experience that is realistic in the fact that it simulates a universe governed by various laws and properties not too dissimilar from our own and allows players to interact with that universe in any way they see fit. Open world sandbox games attempt to do the same thing. So in essence, DM-ing a Dungeons & Dragons Game is like being the designer of your own open world sandbox game. Neat, right!?

As a DM you’ll be the judge of the  rules as well as create the games: setting, non-player characters, determine loot,  create combat encounters, traps, puzzles, ect. Most of those fall under aspects of game design. So, what I would encourage you to do, starting out, is focus on the aspects of design that interest you the most the ones you are really good at working with.

What do I mean by that? Well, I mean focus (initially) on the elements in games that you love the most. I’m a fan of narrative, so I’d make a narrative-heavy adventure with a grand over-arching plot, a cast of colorful characters, vibrant locals, and maybe some romance for good measure. You, on the other hand, might really love games like Dark Souls with really tight level design and grueling, but not impossible combat encounters. So, you’d then focus on creating an adventure with plenty of traps and difficult encounters with monsters using grid paper and battle mats to map out the exact positioning of each monster and trap. And if you’re the kind of person that likes to design mechanics over experience then try and change the rules a little bit or create a new class. Playtest them with friends and try and figure out what’s fun and what’s broken.

Remember, this is just where you start, you’ll want to work on all aspect of design in a campaign as you will have to work with all of these aspects and make them work together in a cohesive manner in order to create a truly great experience. And don’t feel bad if you’re lacking in one area or another; we all have our strengths and weaknesses. That’s why there are often multiple designers working on a game and why dev teams have the various leads that they do. Focus on just becoming proficient in all aspects of design, not perfect, practice makes that, or so I’m told.

Thanks for reading the article. I hope this inspires you to try playing pen & paper role-playing games and use them as a tool for learning game design while also having fun. If you’re having trouble making a campaign or just want to know more about D&D and how you create and run games I’ll post a few resources below that’ll be able to help you out.

As always leave your thought and opinions in the comments.

Resources:

Dungeons & Dragons Official Website

The Official Players Handbook

The Official Dungeon Master’s Guide

Matthew Colville

Mat Mercer’s GM Tips

Dungeon Master’s Guild

Game Blurb: D&D and Modern Game Design

If you’re interested in game design chances are this isn’t the first time you’ve heard of Dungeons & Dragons (D&D for short) or pen and paper roleplaying games, but you may not know the important role that they play in the history of game development and design that makes them relevant to the games industry today.

Way, way back, in a mythical era, called the seventies, two guys, Dave Arneson and Gary Gygax, played a miniature wargame called, Chainmail, with supplemental rules for a fantasy setting created by Arneson. The game took place in Gygax’s basement and when it was over the two began collaboration on the world’s first pen and paper roleplaying game: Dungeons & Dragons.

 

Gary Gygax
Gary Gygax

 

Dave Arneson
Dave Arneson

 

In case you’re not familiar with the terminology pen & paper games are games that do not require a specific board or game pieces with the exception of various dice. You can use other objects such as game boards and miniature figures if you wish, but they are not needed.

D&D itself is a pen & paper roleplaying game, in which players create a character of various races and classes that represent them in the game. Players then use these characters to interact with a world (usually of the fantasy genre) created by a DM or Dungeon Master. The game itself provides rules or systems for how players can interact with the game’s world and whether or not their attempted actions fail or succeed. In short, the rules govern the chance of success of any action based on stats assigned to the player’s characters.

twenty sided die
You can blame twenty-sided die for any misfortune with random number generators.

 

If this system seems familiar to those you find in roleplaying games it’s because D&D’s systems were the inspiration for a ton of different video games. Modern game series like Dragon Age or Pillars of Eternity pull heavily from these systems and other games pull individual mechanics out of this system and use them in their games.

Here are just a few:

CHARACTER CREATION

Assigning attributes point, skills point, having feats or abilities, these mechanics found in many roleplaying games and even some non-roleplaying games all stem from D&D originally.  Even the concept of having a class that outlines your characters abilities or being able to play as various races that appear in literary works of Fantasy such as, J.R.R.Tolkein’s, Lord of the Rings.

Character creation sheet
This is how you create a character in D&D

 

COMBAT

Baldur's Gate Enhanced Edition Logo
If you want to see one of these games for yourself you should look at the remaster of Baldur’s Gate one of the most critically acclaimed Dungeons and Dragons games.

In the mid 90’s to early 2000’s Wizard’s of the Coast, D&D’s publisher, worked with video game developers to make games that were a direct port of D&D’s mechanics and rules.

Modern games still, to this day, often utilize various elements from D&D’s combat mechanics. Whenever you see combat damage as an integer greater than one number and lesser than another you can thank D&D and the use of dice rolls to determine varying factors such as damage or a character’s chance to hit. Any time you see the term “critical hit” or critical damage you can thank D&D’s critical hit mechanic that grants players bonus damage for rolling a ’20’ on a 20-sided die.  The idea of “leveling up” comes from D&D too. Players gather experience points as they interact with the world and gain more experiences. Once a player has enough points they “level up” and are able to increase varying stats and abilities of their character.

STORY / NARRATIVE

D&D was one of the first games to feature branching narrative or multiple narrative paths. Not only can DM’s plan for branching narrative and construct it before players sit down for a session, but DM’s can change the story on the fly based off of player’s choices creating a fluid and believable world.

This is one category in which D&D has a strong competitive edge and one of the reasons I believe it is still so popular today. D&D’s open systems and rules allow for unprecedented freedom in the choices of its players and allows them to truly play a role in shaping the story versus choosing between ‘Choice A’ and ‘Choice B’ as we do in so many other games today.

These are just a few of the ways D&D has played a role in shaping the modern game industry and without it I believe the games we play today would be radically different. So, next time you land a critical hit in World of Warcraft, create a new character in Destiny, level up in Skyrim, or choose between several different dialogue options in Mass Effect remember the game that pave the way for it all: D&D.

Commander Shepard and the dialouge wheel featured in the Mass Effect games.

Game Blurb: The Other Kind of Experience

Written by Ian Hertzberg

 

Game Blurb is another column about smaller talking points regarding games and design. Basically, they’re just me trying to collect and publish some loose thoughts rattling around in my brain. This one, in particular, can be translated into a lot of mediums other than game design, but I’ll be strictly talking about it in those terms for the sake of staying on topic.

Our topic for today is experience and no I’m not talking about points used to level up a character in a Role-Playing Game or an MMO, but instead about life experiences in general and how they have inspired games and their design. It’s actually pretty amazing how much of the games creators goes into the games they produce.

 

zelda_screenshot

 

One of the earliest examples of life experience being translated to a game that I can think of is Shigeru Miyamoto’s inspiration for the original Legend of Zelda game which was inspired by his exploration of the hills, caves, and woodlands surrounding his hometown. Translating these experiences into a game is what drove Miyamoto’s design and the games early concept.  Link, like young Shigeru Miyamoto, would wander and explore various areas. One of the most important elements of this exploration Miyamoto wanted to convey was a sense of discovery, hence all of the secrets that players can stumble across while exploring the game’s world.

Quantic Dream CEO, writer, and director, David Cage created Beyond: Two Souls based on his experiences with the loss of a loved one. He took a highly personal and heartbreaking experience and turned it into a touching and thrilling experience in which protagonist, Jodi Holmes, explores feelings related to death and loss throughout her story within the game.

beyond-two-souls-screen-02-ps4-us-17nov15

 

“But the more I wrote, the more I realised I was writing about what I had experienced. Writing is a strange process, because you don’t always know what you have to say when you start. It’s only when you read yourself that you realise ‘okay, this is what my inner voice had to say” – David Cage

 

Lastly, we have Uncharted 4, which I recently wrote about in a previous article. In a Game Informer interview with Uncharted 4 game director Bruce Straley and creative director Neil Druckmann. The two talk about the development of both Uncharted 4: A Thief’s End and the previous game they developed The Last of Us , but in the interview, they also touch on the relatability of the characters and what has inspired some of their narrative choices. Neil Druckmann talked about how his passion for making games mirrors the main character, Drake’s, passion for adventure. Both of them struggle with sacrifices in the pursuit of their passions, specifically a sacrifice of family. Neil mentioned that he hasn’t been able to spend as much time with his family as he’d always like because he is working on games. So then the game’s narrative ended up exploring obsession and passion. Can it go too far? What would you sacrifice? What should you sacrifice?

uncharted-4_elena1

Pulling from experiences such as those above adds greatly to the narrative and design of any game.  They add a level of relatability and honesty that only comes from conveying a true experience. If you’re thinking, “We’ll I want to make a game about a secret agent or a samurai, but I don’t know anything about that experience.” Then I would advise you to find the relatable experience from what you do know about the game or narrative you’re creating. Maybe you know or are someone who leads a double life of sorts. You could convey that experience in the creation of your secret agent game. Or maybe you have a strong sense of integrity and honor or live by a code of some sort, you could relate that to your samurai game.

What I guess I’m trying to say is that you can inject personal experience into games in a lot of ways by drawing from not only events but feelings as well and then translate them into your games creating an honest and relatable story. Easier said than done, but I think that’s part of the trick, part of the magic of narrative, especially in games which are, in a way, synthetic experiences.

Hope you gained something from the article, I know I did.

If you liked what you just read feel free to come back for more. I have new content towards the end of every week. Also feel free to leave your thoughts opinions in the comment section bellow.

Until next time,

– Ian