Internet - Desert Bus 2019
Been almost 12 hours now since the end of Desert Bus. We raised $864 753 this year, an absolutely record-shattering amount. It has been a WILD 6 days.
Desert Bus benefits children around the world in hospitals. A key part of treatment is quality of life. Taking what for many children is a profoundly terrifying experience, and trying to give them a slice of normalcy. Even Canadian hospitals are on the list (Calgary Children's, Vancouver Children's, The Stollery to give a few indications.)
Repository for my random, mad writings, and occasional pieces of art. Whatever happens, happens.
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Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts
Friday, November 15, 2019
Wednesday, September 11, 2019
Games - Language
Games - Language
I was asked during a game of Wire Run about how a player might instantly learn a language. There are provisos for it before. In Shadowrun, a player could download a langsoft, that is, a digital encyclopedic knowledge of a language (they are expensive) and in Matrix-esque "I know Kung Fu", simply immediately be aware. Heck, even in basic D&D a sorcerer or wizard can cast Comprehend Languages and simply be done with it.
I was asked during a game of Wire Run about how a player might instantly learn a language. There are provisos for it before. In Shadowrun, a player could download a langsoft, that is, a digital encyclopedic knowledge of a language (they are expensive) and in Matrix-esque "I know Kung Fu", simply immediately be aware. Heck, even in basic D&D a sorcerer or wizard can cast Comprehend Languages and simply be done with it.
Wednesday, July 10, 2019
Life - Culture and Games
Life - Culture and Games
I've been thinking and writing a lot of late about the intersection of culture and games. It has been a lasting series of thoughts upon which I have many ideas.
I've been working on Wire Run, my latest universe on and off for years. This is our second foray into it for the RPG table. This 'campaign', I have been working on for about 6 months. During my time creating it the first time, I spent a lot of time building my own lore. Basically taking what was existing, and doing my best to both remove problematic parts of what I perceive as being at odds with a modern Sci-Fi, and also laying foundation work for a sandbox world to play in.
That first campaign was set in Vancouver, about 60 years into the future. It was easy. From a design perspective, it was a simple crutch. The players were familiar with the locations, if not the history. They understood the geography, the places, the people. They know what it means to live in a slum section on the lower East Side. They know what the travel time is between Downtown and North Van. They have a cultural appreciation for what it means to live in Surrey, vs Kits.
It was so easy.
I've been thinking and writing a lot of late about the intersection of culture and games. It has been a lasting series of thoughts upon which I have many ideas.
I've been working on Wire Run, my latest universe on and off for years. This is our second foray into it for the RPG table. This 'campaign', I have been working on for about 6 months. During my time creating it the first time, I spent a lot of time building my own lore. Basically taking what was existing, and doing my best to both remove problematic parts of what I perceive as being at odds with a modern Sci-Fi, and also laying foundation work for a sandbox world to play in.
That first campaign was set in Vancouver, about 60 years into the future. It was easy. From a design perspective, it was a simple crutch. The players were familiar with the locations, if not the history. They understood the geography, the places, the people. They know what it means to live in a slum section on the lower East Side. They know what the travel time is between Downtown and North Van. They have a cultural appreciation for what it means to live in Surrey, vs Kits.
It was so easy.
Labels:
Character,
Culture,
D&D,
Design,
Discrimination,
Game Design,
Games,
Race,
Racism,
Reality,
Shadowrun,
Society,
Understanding,
Wire Run
Sunday, March 19, 2017
Game Design - Resist Jam - If Not Now, When
Game Design - Resist Jam - If Not Now, When
It has taken me a week to collect some thoughts. I think that might be a hallmark of doing difficult and meaningful work. That you need to take time away from it, just a little bit, to decompress and actually think, and consider what you did.
Last week Sunday, the team of Chris Slater, Ian Pratt, Lindsay Comeau, Lawrence Cheung, Bryan Link and I completed our Resist Jam submission. Resist Jam was a week long game jam inspired by the recent events going on in America today. We were mandated to make a game about resisting authoritarianism in all its forms. We were tasked with making a game that showcases some ideas about diversity and inclusion.
Check out more information on Resist Jam Here.
It has taken me a week to collect some thoughts. I think that might be a hallmark of doing difficult and meaningful work. That you need to take time away from it, just a little bit, to decompress and actually think, and consider what you did.
Last week Sunday, the team of Chris Slater, Ian Pratt, Lindsay Comeau, Lawrence Cheung, Bryan Link and I completed our Resist Jam submission. Resist Jam was a week long game jam inspired by the recent events going on in America today. We were mandated to make a game about resisting authoritarianism in all its forms. We were tasked with making a game that showcases some ideas about diversity and inclusion.
Check out more information on Resist Jam Here.
Thursday, March 19, 2015
Endless Horizons - Flatline: Upgrades
Endless Horizons - Flatline: Upgrades
Kangiol was not a planet that Tso liked very much. It wasn’t
like his home at all, and you couldn’t ignore the press of the UV lights, the
overpowering heat and crush of too-many people, or the ever-present smell of
Neo Taco-Bell. The grunge of gangs and
criminals were everywhere, more than a few people, at least when they caught
sight of him, eyed his technological finery and gear with ill intention. But a quick flash of the
pair of Autopistols on his chest holsters deterred most problems.
And whatever wasn’t deterred by a pair of pistols on a
teched out spy-bandit was probably a little intimidated by him being shadowed
by the leather-cloaked, shotgun wielding crazy bitch. Or hopefully really
intimidated. It paid to keep her in good
spirits. Literally.
Monday, September 15, 2014
Notch - Leaving
Notch - Leaving and Minecraft
Notch wrote this post this morning, in light of the recent news that his company Mojang, and Minecraft are being purchased by Microsoft for 2.5 billion dollars. I mean, superficially that's a lot of money, because it is. But it's not just about the amount of money. I've seen a tremendous number of posts this morning about the purchase and how Microsoft is never going to make that money back, that it's a poor business decision, that Minecraft only made 120 million dollars last year and it'll take more than ten years to see profitability after that...
But I think people are wrapped up in the fiscal numbers and have forgotten a few profound things about Minecraft, about Mojang and about Notch.
Notch wrote this post this morning, in light of the recent news that his company Mojang, and Minecraft are being purchased by Microsoft for 2.5 billion dollars. I mean, superficially that's a lot of money, because it is. But it's not just about the amount of money. I've seen a tremendous number of posts this morning about the purchase and how Microsoft is never going to make that money back, that it's a poor business decision, that Minecraft only made 120 million dollars last year and it'll take more than ten years to see profitability after that...
But I think people are wrapped up in the fiscal numbers and have forgotten a few profound things about Minecraft, about Mojang and about Notch.
Tuesday, September 2, 2014
Words - Gamer
Words - Gamer
Do you know what a gamer is? Media, modern media would have you believe it is a sociopath, or a psycho. It would have you believe a gamer, and I include myself in this, that a gamer is a person who is fundamentally mentally unhinged. A person who cannot distinguish right from wrong, who enjoys killing, and violence. A person who is wrapped in a kind of illusionary reality, an escapism from the 'real' world. That gamers are predominantly unhinged young men suffering from acute mental trauma, who are more capable of stripping down a 9mm gun than asking a normal person for directions.
That is what people would have you believe by the word, gamer. This catcheism, this strange, curious word that somehow categorizes us and dennounces us at the same time as less than human. Gamers are violent, vitrolic. They have no mastery of the spoken or written word. They are sexist, chauvanistic, and prone to tantrums or displays of threatening behaviour. They live in their parents' basements, subsist on cheetos and mountain dew. They do not bathe, are pasty white, greasy unkempt hair, and black t-shirts. They are the dregs of a digital society.
That's what people would have you believe by the terminology, gamer. Is that not so?
No.
Do you know what a gamer is? Media, modern media would have you believe it is a sociopath, or a psycho. It would have you believe a gamer, and I include myself in this, that a gamer is a person who is fundamentally mentally unhinged. A person who cannot distinguish right from wrong, who enjoys killing, and violence. A person who is wrapped in a kind of illusionary reality, an escapism from the 'real' world. That gamers are predominantly unhinged young men suffering from acute mental trauma, who are more capable of stripping down a 9mm gun than asking a normal person for directions.
That is what people would have you believe by the word, gamer. This catcheism, this strange, curious word that somehow categorizes us and dennounces us at the same time as less than human. Gamers are violent, vitrolic. They have no mastery of the spoken or written word. They are sexist, chauvanistic, and prone to tantrums or displays of threatening behaviour. They live in their parents' basements, subsist on cheetos and mountain dew. They do not bathe, are pasty white, greasy unkempt hair, and black t-shirts. They are the dregs of a digital society.
That's what people would have you believe by the terminology, gamer. Is that not so?
No.
Wednesday, June 4, 2014
Play - Fluxx
Play - Fluxx
I once was taking care of a 7 year old, for like 15-20 minutes while her aunt cooked something in the kitchen. There was a Chinese checkers board, so we played that.
It wasn't feasible to play Chinese checkers properly, so I just let her dictate the rules. "Let's say you can jump like this". Okay fine. I followed the 'rules' and moved my marbles around the board according to her rules. I tried to get my marbles on the other end of the board, she just randomly moved the marbles around, sometimes playing my pieces.
Then she said "Lets throw the marbles at the board and try to get them to land in places". Okay, we did that for a while. So we did that. Then we made pictures with the marbles for a bit. I think even was able to add 'rules' of my own, like "bounce the marbles once before they land".
It was sort of an epiphany moment for me though. Because even though we played a lot of different games with the board, not once did we have a score, or a way to "Win". When kid's play with each other, they don't win or lose. They just play.
Don't play fluxx like it's a way to "beat" people, or even like it's a skill. Fluxx is a different sort of game. It's a Game that you just play. Bring to a restaurant with a friend. Have a conversation while you play. Don't try to win. Don't try to lose. Just play.
It's more like having a Frisbee or hacky sack with a circle of friends. No you don't get any points for doing tricks. There's no way to win. You can try to do tricks if you want. You can just pass it if you want. You can purposely throw the Frisbee poorly so your friend has to reach too far. You can try to land it on their head.
Whatever.
Play Fluxx like that.
Sometimes, for a bit, I might I try to make it so the rules are super complicated. Then maybe on a whim I'll make it simple. Then if I get bored I'll try to end the game. Or maybe I'll try to extend it. Maybe I'll try to get all food keepers. Maybe I'll try to get all the creepers. Maybe I'll try to give my friend all the creepers. Maybe I'll almost win, and then purposely not win.
Whatever.
It's just a way for you to interact with you're friends. Don't think too much about it. Don't try to win. Don't force anything. Just play.
I once was taking care of a 7 year old, for like 15-20 minutes while her aunt cooked something in the kitchen. There was a Chinese checkers board, so we played that.
It wasn't feasible to play Chinese checkers properly, so I just let her dictate the rules. "Let's say you can jump like this". Okay fine. I followed the 'rules' and moved my marbles around the board according to her rules. I tried to get my marbles on the other end of the board, she just randomly moved the marbles around, sometimes playing my pieces.
Then she said "Lets throw the marbles at the board and try to get them to land in places". Okay, we did that for a while. So we did that. Then we made pictures with the marbles for a bit. I think even was able to add 'rules' of my own, like "bounce the marbles once before they land".
It was sort of an epiphany moment for me though. Because even though we played a lot of different games with the board, not once did we have a score, or a way to "Win". When kid's play with each other, they don't win or lose. They just play.
Don't play fluxx like it's a way to "beat" people, or even like it's a skill. Fluxx is a different sort of game. It's a Game that you just play. Bring to a restaurant with a friend. Have a conversation while you play. Don't try to win. Don't try to lose. Just play.
It's more like having a Frisbee or hacky sack with a circle of friends. No you don't get any points for doing tricks. There's no way to win. You can try to do tricks if you want. You can just pass it if you want. You can purposely throw the Frisbee poorly so your friend has to reach too far. You can try to land it on their head.
Whatever.
Play Fluxx like that.
Sometimes, for a bit, I might I try to make it so the rules are super complicated. Then maybe on a whim I'll make it simple. Then if I get bored I'll try to end the game. Or maybe I'll try to extend it. Maybe I'll try to get all food keepers. Maybe I'll try to get all the creepers. Maybe I'll try to give my friend all the creepers. Maybe I'll almost win, and then purposely not win.
Whatever.
It's just a way for you to interact with you're friends. Don't think too much about it. Don't try to win. Don't force anything. Just play.
Thursday, February 6, 2014
Liminality of Death - Fire
Liminality of Death - Fire
My friend,
you are feeling heavy
The earth element in your body
is igniting and burning
Your breath forms soundless words
the mind forms wordless images
the images shatter
Your mind is losing its hold
You grab at this thing
then you reach for that thing
Blood slows
Faintness
Logic, and the chair
and the table
and the air dissolve.
My friend,
you are feeling heavy
The earth element in your body
is igniting and burning
Your breath forms soundless words
the mind forms wordless images
the images shatter
Your mind is losing its hold
You grab at this thing
then you reach for that thing
Blood slows
Faintness
Logic, and the chair
and the table
and the air dissolve.
Labels:
Blessing,
Death,
Dying,
Game Design,
Games,
Liminality,
Poetry,
Writing
Sunday, June 9, 2013
Quotes - Remember Me
Quotes - Remember Me
"In the End, man is not entirely guilty - he did not start history. Nor is he wholly innocent - he continues it."
- Albert Camus
Labels:
Art,
Game Design,
Games,
Life,
Memory,
Musings,
Quotes,
Remember Me,
Story
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