January 12, 2012
by Corvus
0 comments

The BoRT is Back!

Those of you who’ve been around for a while will no doubt remember Blogs of the Round Table–a monthly-topic blogging invitational I hosted here at Semionaut’s Notebook (back when it was called Man Bytes Blog). The BoRT faltered towards the end of its lengthy run and I called a halt to it in 2009.

But now the BoRt has returned over at Critical Distance where it’ll be managed by Ben Abraham and his gang of editors. I provided the re-launch topic for them and look forward to contributing over the the months (hopefully years) to come.

So write up a post on Being Other

Being Other:

Games, like most media, have the ability to let us explore what it’s like to be someone other than ourselves. While this experience may only encompass a character’s external circumstances–exploring alien worlds, serving with a military elite, casting spells and swinging broadswords–it’s most powerful when it allow us to identify with a character who is fundamentally different than ourselves–a different gender, sexuality, race, class, or religion. This official re-launch of the Blogs of the Round Table asks you to talk about a game experience that allowed you to experience being other than you are and how that impacted you–for better or for worse. Conversely, discuss why games haven’t provided this experience for you and why.

…and submit it to Critical Distance!

December 22, 2011
by Corvus
0 comments

Güvenli Bir Zombi Yule Var

zombi-klaus.pngIt’s that time of year again–Zombie Yule!

Established five years ago (five!) as a means of avoiding the brain-hollowing rush of the western world’s commercialized destruction of meaning, Zombie Yule has turned our anxiety-filled holiday-hate into what the season is supposed to really be about–celebrating the passing of another year without the destruction of all we hold dear (by the zombies, of course)!

This is a particularly special holiday for the Zakelro! trio–that being myself, Rachel, and (T.S.) Eliot, Poodle– because 2011 is ending on a high note and 2012 is a year of great promise. We’ll be wrapping up the Bhaloidam handbook in late January and sending it off to Panda GM for manufacturing. Then we immediately start production on another project that’s long been on the back burner, get ready to start our promotional tour for Bhaloidam, start house hunting in earnest, figure out what’s next for Bhaloidam, and deal with whatever unforeseen curves the year has in store!

So gather your uninfected friends together, board up the windows and doors, stream a little Romero, drink good beers, and feast on low-pressure, easily-prepared foods while playing games and enjoying being alive. We’ll see you safe and sound in the New Year and see where the adventure takes us!

Oh, and if you’re planning on giving someone a copy of Bhaloidam in the upcoming year and you’d like a card to give them this weekend (or if you’re a gift-backer who hasn’t got the card we sent you yet), here are two PDF cards you can print out: one features Zombi Klaus and the other, the Bhaloidam-Handbook Skein.

November 28, 2011
by Corvus
1 Comment

L’assassino Piange

If you care about such things, this post contains plot spoilers for the Assassin’s Creed games (in particular a moment in the latest game, Revelations).

Friday, as I played out its final scenes, Assassin’s Creed: Revelations almost became the first AAA title to actually make me cry. But it ruined the moment before any tears were actually spilt, reserving that privilege for some future game.

But first, a bit of history.

I have loved the Assassin’s Creed franchise more than any other I’ve played. There are a lot of aesthetic reasons for this–from the incredible climbing animation and majestic soundtracks to the temporally-layered narrative and new twists on familiar Templar conspiracy theories. I also appreciate that the games offer social commentary–some subtle, some not–even if it doesn’t always hit the mark.

Speaking of not always hitting the mark, I really appreciate that team(s) behind each game took risks with the design. And as a result the shipped games often seem to hold more promises of greatness rather than actual greatness. Each game has built upon and improved what worked in the previous game, but adds new gameplay elements as well–many of which are rough and imperfectly implemented. Those that hint at greatness appear transformed and improved in subsequent games. Those that fail utterly disappear. This, to me, is far more interesting to play than a game so polished it’s utterly safe and bland.

But the number one thing I find most compelling about Assassin’s Creed is that it is through the gameplay itself that we best come to understand our protagonists–Altaïr Ibn-La’Ahad, Ezio Auditore da Firenze, and Desmond Miles. In fact, if we base our understanding of the characters on the interstitial scenes alone they are not only two dimensional, but entirely devoid of interest.

“He’d better stop acting like a child.” That bark* is one of my favorite reactions to Altair scaling a building in the first game. It encapsulates so much of what’s important about both Altair and the failures of the game’s mission design (which in turn reinforce Altair’s character). Altair does act like a child throughout the entirety of the first game. Having clearly been raised within the strict ideological confines of his order, he struggles to understand the political battle he’s swept up in. And because of his innocence–as improbable as an innocent assassin sounds, it’s quite true in this case–he is incapable of interacting with the world as an adult does. He can neither address nor be impacted by the social inequities that surround him, so he clings to the one thing he’s been trained to understand–violence. And although he is skilled in the hidden blade, he uses violence like a hammer–forcing the nail of every situation he encounters into a recognizable and comfortable uniformity. This response to obstacles is typical of an immature mind. The other assassins of his order even treat Altair like a child–setting him on childish quests in exchange for information that he then uses as proof of his fitness for the task ahead, but does not display the maturity of actually applying the information he gathers to the problem at hand.

“Just another capering crusader!” This bark sums up Ezio nicely. He is wise in the ways of being a sexually and financially irresponsible Renaissance young man of privilege, but unaware of his familial involvement with the order of the assassins. Unware, that is, until a sudden tragedy forces him to grow up–just a little bit. Ezio’s introduction into ‘the mysteries’ is filled with the acquisition of better and better toys and he brings a gleeful and light step to the core navigational and murderous gameplay of the series. But he also must learn to be financially prudent and even takes on the role of caretaker of Monteriggioni, improving the property and extending his privilege. He is even able to address the woes of the poor without violence, scattering coins for them to gather. Of course this is a ploy that benefits himself, so don’t misconstrue his actions as benevolence. The tasks set before him are restrictive and chafe compared to the freewheeling life of bounding across rooftops pouncing on unsuspecting blue-collar guards and then pawing their bodies for a few paltry coins. But the tasks mostly leave him to solve them in his own way, so they do not intrude dramatically upon his youthful outlook until late in his first game.

As subsequent games follow Ezio’s life he takes on more and more responsibility. While he can still scatter coins for the poor, he also applies his estate management skills on a larger scale–addressing his community’s poverty with neighborhood revitalization projects. He recruits and trains young people to become more effective in their lives and mentors them, providing career guidance. By the final game he must not only revitalize neighborhoods, but take an active interest in them, working to keep the citizens free and productive. And he does this while staying out of the spotlight, deemphasizing his own importance in the process. He also takes a more direct role in the careers of his proteges, learning them by name, promoting them to positions of higher responsibility, and actively supporting their professional efforts.

I would be remiss if I didn’t mention Desmond–the “present day” protagonist behind both Altair and Ezio. His arc is slightly more complicated, going from being a powerless cat’s paw to an empowered individual in his own right, capable of holding his own, but then loses himself to the power of his animus experience, embracing his role in creating this shared digital fiction while he ruminates on the path that brought him here.

To some–particularly if you haven’t played the games–it may sound as if I’m basing these character analysis on cut scenes and dialog, but I’m not. If you have played them, you’ll hopefully recognize the actual moments of gameplay that support my analysis.

And now for the near-tears. This is where I become particularly spoilery.

Throughout Revelations, Ezio experiences key memories of Altair–adding another layer of temporal cross-over. These memories include scenes from Altair’s dotage and I thoroughly enjoying tottering around Masyaf. Ezio experiences the final memory after finding Altair’s skeleton, reclined in a chair in a hidden room under the Masyaf fortress. The memory records his final moments and the last mission text you receive is, “Sit down and rest a moment.” Tears welled up in my eyes as I slowly moved towards the chair that I knew to be his final resting point. The thought of sitting Altair down for a final time (complete with a shakier version of his “hide on a bench” animation) was overwhelmingly touching.

And then they took away control to show me Altair sitting down.

I think that may be, hands-down, the single most selfish (or ignorant) design decision I’ve ever witnessed in a AAA title. Throughout Revelations the designers have you perform actions that seem primarily focused on building empathy between the player and the characters of Altair, Desmond, and Ezio. They train you to understand that not all gameplay has to involve free running and air assassinations. They train you that gameplay can exist in service to character development–even when the character being developed isn’t your character. But then, just when all that training is about to pay off and they seem to be on the brink of letting you actively share in a really important character moment they undo all of that work and take over for you.

Frustrating.

October 29, 2011
by Corvus
3 Comments

Leaving, On A Freight Train…

As of this writing, we’re a mere $167 $67 $13 NO MONIES away from our funding goal for Bhaloidam. That means very shortly you’ll be seeing a lot less drum beating amidst my content sharing!

Moving forward I’ll be tackling some of the thornier things that came up during the Kickstarter project–such as the Bhaloidam community’s perceived lack of indie cred, a more in-depth look at Bhaloidam’s funding goal, the notion that indie RPG and board game designers shouldn’t expect to make a living off their labor, and a breakdown of what we did right and wrong during this Kickstarter project.

And, of course, I’ll continue to talk about high-level game design issues (i.e. not tied to any specific game), the role of story and play in our communities, links to more Kickstarter projects I’ve found, and the myriad of other topics that I tend to cover here.

I’m moving into a very hectic and energizing two month period as we get the handbook finalized and out the door to Panda GM for manufacturing. But along the way I’ll be running more Bhaloidam demos via Google Plus hangouts and quite possibly a full campaign or two via Google Plus PBP as well!

I’ll save the sappy “overwhelmed by the outpouring of support” speech for Monday afternoon when our Kickstarter deadline has passed. I’ll likely write it on the train today as I head for the New Game Conference in San Francisco, which will provide an excellent outlet for the energy I’m feeling right now. It truly is an honor and a privilege to count so many amazing people among my community. The list is a little long to list here, but it starts with the list of nearly 500 people who range from lifelong friends to brand new ones. But it doesn’t stop there–it’s continued across the hundreds of people I’ve circled on Google Plus, followed on Twitter, and friended on Facebook. Ah, but I promised to save the sappy,so I’ll leave it at that for now.

So, I’m off to spend the morning with my wife and poodle before I leave town for five day. We’ll no doubt rush over and check on things every time my phone informs me I’ve received an email. I have no doubt that we’ll have cause to hug each other excitedly and dance about the Zakelro! Manse in anticipation of finally handing Bhaloidam over to you, our community.

October 24, 2011
by Corvus
0 comments

I’m making a note here…

With 7 days left on the clock and 40% of our funding left to raise, I’m declaring the Bhaloidam Kickstarter Project a huge success.

When I started the Kickstarter I told myself that I needed to let go of the outcome and accept that there was a very good chance I wouldn’t be able to raise the $27,900 needed to produce and ship a quality game. Because while I see card games exceed their goals by raising as much as $40k–nearly 2000% of their funding goal–I felt that starting out with a such a high goal would produce a certain amount of psychological resistance among prospective backers. I wasn’t entirely wrong there–I have seen comments across my networks from people–people I don’t know–who feel I’m “over-reaching” or “getting ahead of myself.”

It’s important to me not to produce disposal goods. Using a quality manufacturer like Panda GM is our only real option if we want to ensure the quality of Bhaloidam’s physical materials equals the passion and focus that went into its design.

I also realize that a card game is a known quantity for most people. Most people know they can likely sit down and learn a card game in 20 minutes or less. And with a lower point of sale the risk of a card game not being fun once you get it is pretty minimal. I, myself, have backed several card games knowing that even if the gameplay isn’t great, I’m at least getting another deck of cards with distinctive art.

Bhaloidam, on the other hand, can be difficult to understand, even if you’ve played other RPGs. Our video does a great job of enticing a certain type of person–the person for whom Bhaloidam will always be the most accessible–but if you aren’t inclined to grasp it easily, the video doesn’t convince you to dig much deeper. I thought this might be the case when I created it, but at that point I didn’t exactly have a vocabulary to explain it to a broader audience.

And we’ve learned that these special few–those who intuitively grasp the power of Bhalodiam when they see the Lifewheel–cover a broader spectrum of people than we anticipated. In addition to highly creative gamers, we have heard from educators, counselors, transmedia writers, and even corporate trainers that Bhaloidam has a lot of potential for the classroom, for helping kids develop stronger social skills, and for creating collaborative structures to help teams approach solutions creatively.

And thanks to the conversations I’ve had with these people, I have developed a much clearer language for talking about Bhaloidam. I have learned what is unclear, which details I don’t need to share right up front, and which I absolutely should share. Even the terminology I use to describe the role of certain gameplay elements has slightly changed to better communicate the intent of the design. By watching which posts on Bhaloidam.com generate the most excitement and traffic, by watching which tweets get the most comments and re-tweets, by seeing which G+ threads result in the longest conversations, I have developed a clearer understanding of my own design, how much of my philosophy is really, truly, embedded in every single aspect of Bhaloidam’s design.

It is an amazing and powerful thing to see your creation through another’s eyes.

Particularly when what you see matches what you hoped to show. And that has been the most powerful and personally transformative benefit of the Kickstarter project thus far. I believe in Bhaloidam even more now than I did when we launched and I am even more firmly committed to releasing it in the new year, regardless of the outcome of this Kickstarter project. I’m also excited that the design itself has stood absolutely firm throughout the process. There are no little, “maybe this needs tweaking,” voices in my head anymore. The platform is complete and it’s now up to me to help the right people find it, to grow the Bhaloidam community.

One week ago, at 51% funded, I decided I need to resign myself to not making our Kickstarter goal. I didn’t want to ride the emotional roller coaster anymore and knew that this was the surest way to spend the final two weeks in a relatively healthy mental state. I was still going to promote, still share information, still engage, but I would be doing so because it was important to me, not because I believed it would get us to $27900. I remained engaged because I owe it to Bhaloidam, to myself, and to those special people who believe in the power of Bhaloidam.

And every day those special people made it difficult to completely let go. From Ryon Levitt, a backer who inspired a new variant to a class of high school students at PYB and a group of local gamers at RSGpdx who helped me test that variant, from the people who scheduled online demos and immediately pre-ordered Skein Packs afterwards to a local gamer at a demo who interpreted a completely unfavorable roll of the dice in a highly amusing fashion that no one in the scenario had thought of before, from Ron Gilbert backing us to Kotaku featuring our Kickstarter project.

So here we are today–60% funded and 7 days on the clock. It’s clear to me that we’re not out of the short term game by a long shot. Most projects show huge gains in the final days. But regardless of how things turn out a short 171 hours from now, I’ve learned a lot about myself, about Bhaloidam, and about you. I’ve made new friends and seen old friends in a new light. And best of all, I am not shaken in my belief that Bhaloidam is everything I hoped and in my commitment that it will be released–in one form or another–in 2012.

So to all those special people that have backed Bhaloidam already, and to all the special people that will join their ranks in the next week, I want to say Thank You. You have made this Kickstarter a huge success and I am more appreciative of your support than I can possibly express in writing.

October 18, 2011
by Corvus
0 comments

The Semiotics of Bhaloidam

Long time readers will know that I’m pretty big fan of semiotics. Newer readers may have even figured that out if they didn’t assume Semionaut had something to do with semaphore. Which of course, it does, although not in a direct or limiting way.

Semiotics is the study of symbols and it relates to how we communicate and how we process our understanding of the world. As my self-appointed descriptor, semionaut, hopefully implies, I’m personally less interested in approaching semiotics as Science and tend to treat it rather like Art–exploring possibilities of expression via what we believe we know about “how it all works.”

And when I say that game mechanics communicate meaning and are therefore the primary storytelling vehicle for games *whew!*, I’m saying that game mechanics are symbols that we consume and attach meaning to–just like when we see a corporate logo, an iconic political poster, the face of a beloved grandparent, or the bright yellow pie-chart silhouette of a classic videogame character. It’s pretty likely that when you read each of those items in the preceding sentence you had momentary mental image of something that the text on your screen represents. Text is an abstract symbol, which often refers to a more iconic symbol, which in itself is just another representation for a complex, and highly personal, emotional attachment to an idea that you’d have great difficulty understanding and telling anyone about if it weren’t for symbols.

And Bhaloidam is both a reflection of this belief and a direct exploration of how that belief can be directly applied to game design.

performance-bridge.pngI used the image to the right of a rainbow bridge supported by a trio of hexes on either side to represent how game mechanics directly support your storytelling performances in Bhaloidam. Those hexes also represent the symbols the platform uses to exchange meaning with the agent. And yes, I do mean exchange. The platform provides the agent with a set of symbols to interpret. The agent consumes the symbols, interprets the meaning within the context of the story being told, expresses the meaning she’s discovered to her Skein, and then translates that meaning into a new set of symbols that she communicates back to the platform. This is something I believe happens with all games, but Bhaloidam both actively encourages it and–rather than trying to enforce the director’s understanding of the symbols–stands back to let the agent control the process of interpreting the meaning. It really does what I’ve been writing about for so long on my blog–it treats the act of storytelling through gameplay as a purely cooperative experience–between the director and the agents, between the agents themselves, and between an individual agent and her own understanding of the world.

The Bhaloidam LifeWheelSome of these symbols are obviously the iconic images that surround the center of the Lifewheel. The smaller hexes with their elemental symbols, the larger hexes with the silhouettes exhibiting their Influence. But just as I contend it’s relationships that make a story, and not characters, it’s not the individual symbols alone that communicate meaning, but their relationships to each other. The Influence hexes position and color reveal a relationship to the smaller elemental hexes. The placement of tokens upon the Lifewheel, how high they are stacked, where the stacks are placed, these are all important symbols as well. And while the relationships between the symbols have an internal meaning within the platform, the manner in which they’re interpreted is going to be unique to each agent to uses a Lifewheel to spin her stories.

PLEASE SUPPORT THE RELEASE OF BHALOIDAM BY PLEDGING $9 OR MORE TO OUR KICKSTARTER PROJECT

October 16, 2011
by Corvus
0 comments

As designed objects, computer games create practices that could be considered unethical. Yet these practices are voluntarily undertaken by a moral agent who not only has the capacity, but also the duty to develop herself as an ethical being by means of practicing her own player-centric ethical thinking while preserving the pleasures and balances of the game experience. The player is a moral user capable of reflecting ethically about her presence in the game, and aware of how that experience configures her values both inside the game world and in relation to the world outside the game.
Miguel Sicart, The Ethics of Computer Games (MIT Press: 2009)

October 15, 2011
by Corvus
0 comments

Bhaloidam: A Philosophy of Design

The other day Joshua Kubli, the indie RPG designer behind Imperfekt Gammes, asked me the following questions in a G+ thread:

Do you think one’s philosophy leads to game design preferences? And if so, what effect has your philosophy had on Bhaloidam?

Regular readers of this blog likely know my answer to the first question, which is a resounding, “Yes.” Of course our personal philosophies lead to game design preferences, how could they not? What I would like to see even more of is game designers intentionally expressing their philosophies–or intentionally exploring their philosophies–through their game design. For all my bellyaching about Jonathan Blow’s Braid, it clearly ties to his world view in very direct and personal ways and I probably haven’t expressed my appreciation for that fact clearly enough. Far Cry 2, Bioshock, Shadow of the Colossus , Metal Gear Solid, and the vast majority of Nintendo’s titles can be directly tied to the personal philosophical exploration and beliefs of their creators–even if we’re only talking about their philosophies in regards to the importance of play. Of course these are all videogame designers, but I’m only just now starting to get to know the personalities behind the boardgames and tabletop RPGs, so I’m hesitant to comment on them as yet.

As far as the latter questions goes…

My belief in the importance of Story, Play, & Community is not some abstract professional goal–it’s a personal synthesis of my spiritual and intellectual journey that I have come to realize needs to be reflected in my professional path going forwards, regardless of where it leads. I believe that by learning to tell our stories more effectively, and by approaching life with a playful attitude, we are able to overcome any challenge placed before us–even if the challenge is one as daunting as living a fulfilling and rewarding life. A playfully storied approach to life allows us, I contend, to accept ourselves as we are while still challenging ourselves to grow. Only once we’re capable of embracing this dialectic of acceptance-of-self and drive-towards-betterment are we able to interact meaningfully with those around us, contributing to our community in direct and positive ways, and to truly believe in our capacity for adding value to the world. In practice, this is not just about telling your own stories, but doing so in a way that gets other people telling their stories–and then fully engaging with them and listening, drawing them out with questions and empowering them to see the potential for growth and power in fully realizing their own narrative.

It may be a bit grandiose to suggest that Bhaloidam can can help you achieve this state of Fully Engaged and Playful Storyteller. After all, I’m not even able to maintain this state at all times myself and I’ve been walking the paths of Bhaloidam for years. But it’s certainly based on the lessons I’ve learned and the wise people I’ve learned them from. The rules of Bhaloidam facilitate a supportive, cooperative blend of Story, Play, & Community that leads to telling highly personal and empowering stories that reflect your own life path–whatever that may be.

Traditional RPG approaches where a single person dominates the flow of story and dictates the outcomes of play to fit their own view of the world, simply don’t work well in Bhaloidam. Creating situations to trap or otherwise negatively impact your Spinners’ experience will lead to failure. Stacking the deck against them, denying their agency, and engaging in vindictive behavior will lead to dissatisfaction. I believe this is true on a personal level about all tabletop storytelling games and from the feedback I’ve received, Bhaloidam leads directly to this result at the play level.

This doesn’t mean there can’t be surprises, mysteries, puzzles, clever traps, or seemingly overwhelming odds. All of these elements can lead to effective storytelling. It simply means that when they’re included in the storyworld–it should be expressly for the purpose of engaging, supporting, and delighting your Skein, not showing them who’s in charge or pitting your own abilities as a storyteller against theirs.

PLEASE SUPPORT THE RELEASE OF BHALOIDAM BY PLEDGING $9 OR MORE TO OUR KICKSTARTER PROJECT

October 10, 2011
by Corvus
1 Comment

I Am Bhaloidam

Throughout my life I’ve received a litany of career advice. “You should direct movies.” “Why don’t you write novels?” “Have you considered being a cartoonist?” “You should be a stage actor.” “You’d be good at architecture.” “You’re such a storyteller–do that.”

And while I enjoyed those activities, or the idea of those activities, they never felt like the right things to build a career on.

The same pretty much goes for the creative careers I did explore–web design, computer animation, and game writing.

As I rode my bike to my LGS (local game shop) to demo Bhaloidam yesterday I thought leapt to mind that resonated so loudly I almost thought it was a bell ringing nearby. “This is it. Bhaloidam is my career. I am Bhaloidam.”

Bhaloidam is the culmination of all my creative, philosophical, spiritual, and intellectual, personal, and professional pursuits. It allows me to be an actor, a cartoonist, a computer animator, a writer, a director, a web designer, a storyteller, and while it doesn’t allow me to be an architect, the application of mathematics to creative expression scratches what I imagine is much the same itch.

Bhaloidam, the synthesis of story, play, and community, is what I want to do. And more than that, it’s who I am. I want to work with teachers and counselors to use Bhaloidam in their professional lives to help students and clients. I want to use Bhaloidam to help people realize they have power in their lives, a power directly related to their ability to tell their own story and approach situations with a playful attitude. I want to use Bhaloidam to help people gain confidence in themselves, overcome their anxieties, to explore their potential and learn how to achieve it.

And, of course, I want everyone to use Bhaloidam simply to have fun telling stories together. It’s something I love doing, something I find relaxing, rewarding, and really enjoyable.

So, Bhaloidam (both as a storytelling platform and a philosophy) is it for me. I am Bhaloidam. Along the way I’m sure to design more games (In fact, I’ve three in the works), but it’s Bhaloidam that lies at the heart of my career. It’s Bhaloidam that reflects not only who I am, but who I have been and who I want to be.

If you haven’t already pledged, please visit the Bhaloidam Kickstarter and help me launch my true career today.