Game Design for Girls: Scholarship and Day Camp

PacMan Girl Ghost | OpenSource ArtI belong to several writing and networking groups all around the web, and sometimes there are events posted that are just “that cool.” This summer event is so in touch and up-to-date with our current culture, it’s definitely worth checking out and is perfect for young women interested in this multi-million dollar industry.

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System vs. Setting in Game Design

One of the biggest arguments I’ve heard over the past, few years is, “Does system matter more than setting?”

The answer is, “Both do.”

Here’s why:

Game mechanics, for any platform (PC, video, tabletop or card game) handles the pacing of the game, attributing to its mood or what I call “game aura.” If you’re creating a “fast-paced zombie hunting game” for example, your mechanics should facilitate that feel. A good example of relevant mechanics is the card game Gloom, which was produced by Atlas Games. In this game, your goal is to make your “family” as miserable as possible. Whoever dies first, in the most horrific way possible, wins. Now, this game may sound truly terrifying but the art and the writing of the game give it an Edward Gorey-like feel, building the setting.

The mechanics are really inventive; you have see-through cards with points that stack on top of one another. In this way, the mechanics allow you to “make” your family member miserable by directly placing modifiers on top of your character. Hence, the mood is not detracted and the overall feel of the game remains intact.

Another good example of mechanics is the exceedingly popular Star Wars: Legos series. Star Wars, a science fantasy setting, is taken to a humorous level by playing off of the Legos setting. The mechanics are simple because they needed to be; who wants to “build” characters through stats if you’re playing Legos?

“New” game mechanics from upcoming or independent publishers are not as integrated with their setting, in many cases, because game designers often strip out the system to playtest it and make sure the system works. If your system has a “theme,” (i.e. fast-paced, larger-than-life), then this can be a good idea. If it doesn’t, you may want to “test” different parts of your game with the mechanics to ensure that the pacing and flow is not interrupted by say, your vampire needing to feed before making it through your next scene (Bloodrayne).

So if you are working on game mechanics, there are really two questions that are important for you to ask: One, does this system work with the game I’m designing and two, have I tested it in all of its forms to ensure it doesn’t interrupt the flow of the game.

When the Rules Change: Freelancers and Wizard’s New OGL

Today, Wizards of the Coast, who publish the Dungeons and Dragons line (among others), announced a new Open Game License(OGL) for publishers. What is an OGL? Well, the short of it, is that an OGL allows other publishers to use a game mechanic system to produce their own games, for their own profit. Typically, the rules for an OGL contract are publicly posted, so that other companies can decide what’s best for their business. Reasons for using the OGL license can range from less time investment (i.e. don’t have to playtest a “new” system) to marketing for an existing fan base.

Wizard’s new OGL license for 4th Edition rules is vastly different than the previously-released version. I feel that freelancers (artists included) should sit up and pay attention to these discussions because changes like this may affect workflow, payment, and publications. Even if you don’t ever plan on writing for this system or this industry, I feel that there is a lot we can learn from this situation, especially since there is more changes to come.

It seems like several people within the gaming industry are discussing the particulars of the agreement, but I feel that the most important part that any freelancer will need to know is that Wizards currently has a vested interest in every product that will be sold, published or distributed by anyone outside the company. As a freelancer, I feel you should keep that in the back of your mind. It’s too early to tell how this new license will be legally interpreted and implemented; however, if I were going to write for 4th Edition I would approach with caution.

Whenever a third party has an interest in a product, it’s akin to working for a “licensed” project. Licensed projects, while they can be fun, can sometimes drag on for months due to disagreements. Sometimes, they get canceled and other times, they get stuck on the shelf, never to see the light of day. That’s not to say that there isn’t a fair amount of products that do get published; it just means that the workflow can be slowed down because someone else (that the freelancer doesn’t typically come into contact with) is part of the project.

So if you here a lot of things about contracts and licensing related to 4E or any other system, don’t hesitate to ask the publisher directly about what the scope of your new involvement will be. Rumors and conjecture will only go so far, but I feel that you do need to arm yourself with knowledge.

Write Games? You Must Work for the Devil! Right?!?!

One of the first issues that came to my attention when I started writing for the hobby games industry and playing more video, card, PC, and RPGs, is the stigma that’s associated with gaming. Enter Dennis, from Game politics who has covered a whole host of articles on the subject, “Violence in Video Games.” (Caveat* I’ve written a few articles for the site.)

It’s funny how many times I’ve gotten weird looks and other sorts of declarations ranging from comments declaring everything from a “lack of maturity” to “video games are the work of the devil!”

And to top it all off, this stunning (NOTE THE SARCASM) article comes out. TV, Film and Game Violence seen as a threat.

Sports are violent. Sports are a game. Take ice skating, for example. How many comedians have done skits on “what went wrong” with the skater’s performance? Our entire media and local TV news are both violent; rarely does either of them specialize about what is great about humanity. Protect the children? Hey, your parents probably played “Cops and Robbers” or “Cowboys and Indians” growing up, with more realistic-looking guns than the ones they have out now.

Don’t agree with me? Fine. I get extraordinarily frustrated with all these studies because, in the end, people “forget” that there is a conscious brain behind the person absorbing the content that’s around them. Yes, there should be levels of play depending upon ages, and I have no problem with that. But if I play Resident Evil, for example, I know I’m smashing zombies — not humans. I don’t feel the urge, afterward, to go hit someone. I’ve already relieved my stress, without drugs, alcohol, or any other “harmful” substance involved and I have *gasp* morals against that sort of thing.

I play games because it makes me a better writer and I get some enjoyment out of it. Screenwriters, fiction authors and game writers — no matter what field you are in within the industry — are entertainers. We don’t create content to be “violent,” we create it to be entertaining within the scope of a license, a team, or our own, little universe for the purpose of selling that media to people who are interested in playing it.

Here’s the kicker: If so-called violent video games didn’t sell, no one would be making them!

Working for the “devil?” If money is the devil, then I guess I should probably let my horns grow. Huh, now there’s an interesting story idea.

Celebrate Game Design with the Blog Carnival for Game Designers!

Welcome to the July 31, 2007 edition of blog carnival for game designers.
As a freelance writer for the game industry, please visit these posts related to gaming from other writers and professionals that support computer games, video games, role-playing games, and more!

Jake Richmond presents Work in Progress – Ghost Bike Club posted at Work in Progress, saying, “Hi. I’m taking a break from psychic Japanese schoolgirls to write a game about Ghost Bikes. -Jake”

Indigo Warrior presents Welcome to my Blogspot posted at Warrior Words.

Scott presents 16 Most Popular Video Games on College Campuses posted at College and Finance, saying, “When designing games, it’s important to keep your demographic in mind. If you’re designing for college students, consider the 16 most popular games amongst college students. Multiplayer capabilities are a big factor.”

Madeleine Begun Kane presents Games People Play … At Meetings posted at Mad Kane’s Humor Blog.

Jimmy Atkinson presents How to: Build a Great Gaming Rig on the Cheap posted at Free Geekery.

Rogue Games presents Colonial Gothic Design Notes: About Fate Cards posted at Rogue Games.net

That concludes this edition. Submit your blog article to the next edition of blog carnival for game designers using my carnival submission form. You can also read my blog carnival guidelines, which will be updated to reflect new changes.

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