Family Games: the 100 Best is an Origins Nominee

Hi everyone, I am excited to share with you that FAMILY GAMES: THE 100 BEST is up for an industry award. If you read my previous post where I listed the essay list for FAMILY GAMES: the 100 BEST, you might recall that I wrote about GLOOM, which is one of my favorite card games.

Since writing the essay, I managed to pick up a few expansions and indoctrinate cajole encourage new fans to play this fun game. I’ve also learned that this particular tome is a favorite of librarians everywhere. (Note: librarians are awesome!)

What are the Origins Awards?

The Origins Awards are presented annually by the Academy of Adventure Gaming Arts and Design to recognize outstanding achievement in design and production of games and game related products.

The nominees were voted on by hobby game retailers at the GAMA Trade Show in March 2011 from a short list in each category determined by a jury of hobby game professionals and knowledgeable enthusiasts. The winner of each category will be determined by the votes of attendees at the Origins Game Fair in Columbus OH, June 22nd-26th. — SOURCE: The Academy of Adventure Gaming Arts and Design Announces 37th Annual Origins Awards Nominees

At Origins this year, convention attendees will vote for their favorite games and, in this case, books related to gaming. To have made it this far, in the category of Best Game-Related Publication, is pretty darn awesome. Edited by James Lowder, the book is a fine collection and a great way to revisit or learn about classic family games we’ve all enjoyed. There’s some tough competition this year, so who will win is anyone’s guess.

For more information, please read: The Academy of Adventure Gaming Arts and Design Announces 37th Annual Origins Awards Nominees.

Good luck to all of the nominees! Happy gaming!

[Game Design Concept] Politically-Based Card Game

You’ve heard me talk about how life inspires me to write short stories like Lady Yellowbird and the Flight of the Sad Panda, but I haven’t discussed how things around me also inspire me to design, write or play games.

The recent events here in Madison have made me wonder if political tactics and issues can be resolved by playing a game of cards. So how do I envision this working? Well, there’s a few different ways I’d explore in game design to see if it was possible. Since political ideology often runs the gamut of extremely simple to extraordinarily complex, I could see a problem where the politics is over-simplified. In short, you’d have to decide up front whether or not the game would be educational or not.

Educational games can be a ton of fun, but let’s say for the sake of playing devil’s advocate you didn’t want to instruct people about the differences between political parties. In that case, the game mechanic I’d use would have an element of customization. So instead of just having a pre-generated political party, you could customize your own according to what you were trying to do.

Enter the point of the game.

For a politically-based card game, I could see that the main focal point of the game would be to either a) win an election or b) pass a huge agenda (or smaller series thereof). Gameplay would consist of smaller tasks to achieve this goal. The opponent configuration could be player vs. player, team vs. team (requiring more cards) or players vs. general public.

Items you’d want to pass might range in difficulty from national healthcare to something smaller like government research on a disease. Each agenda would have the list of requirements on the card. In order to get national healthcare you need to have X, Y and Z. Maybe that X, Y and Z requires negotiating for certain advocates in order to get it to pass. Maybe to pass it for a vote you roll dice and add the number of advocates. Maybe in order to win an election you need to pass through the relevant phases and “win” by accumulating votes.

In this way, games are born. While this is a really rough idea and isn’t sophisticated by any stretch of the imagination, it’s a start. After brainstorming, I’d work with different prototypes of cards to come up with a simple game. My requirements would be: 1) Everything has to be printed on the cards. This reduces cost to create and doesn’t require additional instructional inserts or pieces. 2) The game isn’t inflammatory. Would have to be accurate, nonpartisan (e.g. not skewed unfavorably one way or the other) and family-friendly. 3) The goal would have to be clear.

So, with those requirements, I’d definitely re-think the end goal and lean more toward “winning an election” than “winning an agenda.” Instead of money, you get votes.

This idea isn’t perfect, but it doesn’t have to be. Many of the kinks would be worked out during rounds and rounds of playtesting or even moreso when (if) I ever worked out a prototype. In many ways, that’s where I feel the true power of game design comes into play. For once you’re at the table, rules can be adapted, tested and fit within the parameters of who’s playing. Theories and concepts are great and all, but until I see them in a game, they’re not a reality. Much like this concept.

Happy Gaming! New Book Says It’s Good For You

I came across this book and website when I was reading the news the other day, and I have to admit I’m really intrigued. In it, the author who is a video game designer, talks about how gaming is good for you. In moderation, of course!

McGonigal persuasively argues that those who continue to dismiss games will be at a major disadvantage in the coming years. Gamers, on the other hand, will be able to leverage the collaborative and motivational power of games in their own lives, communities, and businesses. Written for gamers and nongamers alike, Reality Is Broken shows us that the future will belong to those who can understand, design, and play games. — SOURCE: realityisbroken.org

Already Jane McGonigal’s book has been covered by BoingBoing, The Onion and several other places — including TV shows like The Colbert Report. I’m excited to see a book about the benefits of gaming not only getting this much press, but also from a female game designer! Go Jane GO!

I love to play and design games. Believe me, I wish I had the mad programming skills to be a video game designer; I’m more old school. I do, however, enjoy playing them. Just finished Dragon Age and am making my way through Final Fantasy XIII for another round before the sequels come out. I also have a Nintendo DS and many board, card and role-playing games with a social feel to them. This is one of the reasons why I love the hobby games industry. It’s not just about designing games or writing for publishers, it’s also about making quality connections with people and having fun. I have many good friends here and several people I’ve written for are also people I’ve rolled dice with.

I’m thrilled to see this book come out and will be picking it up when it’s available for my e-reader. Here’s a couple of links to reviews already out there:

If you come across other books like this, please let me know in the comments below or via Twitter or Facebook. Thanks!

Announcing Scenes of the Embrace and Our Design Notes

Scenes of the Embrace | White Wolf Publishing | Vampire the RequiemHi everyone, I am pleased to announce that Scenes of the Embrace was just released from White Wolf Publishing for only $2.99. This was a stand-alone project that I had worked on with developer Eddy Webb, who was the developer.

To celebrate the release, Eddy and I compiled a few of our design notes for Scenes of the Embrace and released them, along with a preview, at FlamesRising.com. I really enjoyed writing these notes, because this particular collaboration didn’t start out smooth. When you work online, writing a new project, that does happen more often than you might think. The product turned out great, though, and I’m really happy that Eddy loved the results.

Included with Scenes of the Embrace are fourteen, stand-alone scenes that a Storyteller can use. For those of you who aren’t familiar with the terminology for Vampire: the Requiem, this product has a narrow focus on the moment when a vampire transforms a mortal into a new vampire. As Eddy had mentioned, although the word “toolkit” seems to be a buzzword now-a-days, that’s really what this product was designed for. There’s a lot of fodder in here for Storytellers that also ties back to a sire’s covenant, too.

If you’re interested in Scenes of the Embrace, you can purchase it as an e-book. To read more about this new supplement for Vampire: The Requiem, take an Inside Look at Scenes of the Embrace at FlamesRising.com.

Love My Nintendo DS and Square Enix

Blue Nintendo DSMany of you probably know that I’m a game designer in addition to being a writer. I haven’t designed any PC or console games yet. So far, I’ve worked on a lot of setting design for several games by Abstract Nova Entertainment in addition to various other assignments for the hobby games industry. As you might imagine, in order for me to design games and fulfill different assignments, I need to play them. I also like to sit down and play because I don’t have fun in a bar anymore. (That was a different, younger me.) Instead, I’ll fight boss battles and roll dice to have fun, sans hangover and drain on my pocketbook.

If you get me started on talking about video games, you’ll probably hear me regale you with sordid and adventurous tales of my efforts playing the Final Fantasy and Kingdom Hearts series created by Square Enix. I love Final Fantasy! I even put up with the massive amounts of leveling that’s often required to beat the game and get the special uber-weapon.

Final Fantasy IIIRight now I’m at the end of Final Fantasy III on the DS. I’m at level 53, got through five of the six boss battles that’s required to beat the game and then *poof* my characters encountered the dreaded mega-flare. So, I have to start the boss battles all over again. (I’m still a little whiny about that.)

Part of the reason why I like the Final Fantasy series is because it has great story elements. Most of the time, the story is very cohesive and has something for everyone — including romance. *coughs* Not Final Fantasy XII!!! *end cough* In Final Fantasy III, you play the Warriors of the Light who need to bring balance to the world because there’s too much darkness. As you progress through the story, you learn that previously there was too much light and the Warriors of the Dark needed to save the world from certain destruction in the past.

It’s no secret that I love to read about different cultures and world myths. I love the infusion of East Asian myth and philosophy that are infused into the games that Square Enix provides. (Not to mention, I am kind of a min/maxer and believe you me, these games facilitate that.) I’m hoping that one day the IP will open up and they’ll allow writers to pitch short stories or novels set in the world of Final Fantasy, because I’d love to write more stories about these characters. Not to mention, the soundtracks to these games are a-w-e-s-o-m-e.

The best part about my Nintendo DS, though, is that it offers more than just games. From recipe books to physical training and mind puzzles, whenever I get bored waiting at an appointment or just need to take a break, I can pop out my DS and play for a few minutes to take a break. It’s also a really nice way for me to get off the computer when I need to, so when I do get back online I can focus like I’ve never focused before.

Well, I suppose I should get back to writing. *cracks whip* How else will I feed my Final Fantasy addiction?!?!

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