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Month: July 2012

Visceral Reactions and Abstract Damage

By John
|
July 30, 2012
| No Comments
| Game Design

So we’ve been discussing damage in Piece of Work. In a cybernoir story, eventually someone is going to get shot, stabbed, or clubbed. Mechanically, there are a lot of options available for tracking hurt—hit points, statuses, health levels—but each has drawbacks that doesn’t deliver the effect we’re after. We want something gripping but still lightweight […]

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Continuum: Discovering New Axes

By John
|
July 23, 2012
| No Comments
| Critical Theory

Continuing the discussion from last time, I do think the “plotiness” axis is an interesting tool, but creating axes is where things get really fun. Some axes are more interesting than others, so how do we know which opposing conceptual concepts would make good pairs? Here are some guidelines I go by.

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Continuum: Atomospheric to Episodic

By John
|
July 11, 2012
| No Comments
| Critical Theory

As people, we’re good at identifying two opposing things and using that to make sense of the world. So, let’s talk about one of these opposing pairs, and maybe in a later post I’ll talk about creating axes as a way for understanding games more generally. The pair I’ve been looking at recently is what […]

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Links

  • Bully Pulpit Games
  • Daniel Solis
  • Deadly Fredly
  • Galileo Games
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  • Lumpley Games
  • Margaret Weis Productions
  • One Thousand One
  • Rob Donoghue
  • Ryan Macklin
  • Story Games
  • The Impossible Dream
  • The Mighty Atom

Categories

  • A Piece of Work development
  • Actual Play
  • Critical Theory
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  • Game Design Community
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