tag:blogger.com,1999:blog-5479847193762153273.post176836816918798394..comments2024-03-11T02:32:15.295-04:00Comments on Goblin Artisans: Lenses for Friends: Making Mechanics Play Well and Tell StoriesUnknownnoreply@blogger.comBlogger5125tag:blogger.com,1999:blog-5479847193762153273.post-92037845680721134702019-02-25T11:05:25.140-05:002019-02-25T11:05:25.140-05:00Really excellent game design theory. Thanks, Trevo...Really excellent game design theory. Thanks, Trevor.Jay Treathttps://www.blogger.com/profile/09428861685923241850noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-79878029761650243272019-02-21T23:29:11.526-05:002019-02-21T23:29:11.526-05:00Thank you! I'm happy to hear that you found my...Thank you! I'm happy to hear that you found my presence helpful.<br /><br />I think you're on the right track here. Giving each archetype clear concerns and goals in gameplay is huge for building a set. And it helps us with the experiential lens too: how does what that archetype uniquely cares about or does, reflect a unique aspect of our setting, or our experience? Each archetype should portray a different facet of your set's overall experience.<br /><br />Talking about archetypes using the lenses sounds like a good idea for the future. Could be the sequel/companion to my article Types of Archetypes from the Tesla days.Inanimatehttps://www.blogger.com/profile/13739701478436262740noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-73890404068355483402019-02-21T23:25:10.644-05:002019-02-21T23:25:10.644-05:00A great story! Memorable game play is definitely t...A great story! Memorable game play is definitely the pinnacle of the gameplay lens! It's also key to the third article in the series, coming soon: splashiness...Inanimatehttps://www.blogger.com/profile/13739701478436262740noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-19006187927997536352019-02-21T18:07:38.636-05:002019-02-21T18:07:38.636-05:00This was a great piece and your participation in t...This was a great piece and your participation in the podcast the last two episodes was nicely illuminating. I've been kind of struggling to figure out what they're looking for when I'm trying to participate in the design challenges they're having for Castmire, and your first episode really helped highlight the issue that I'm just not clear what sort of "experience" players are supposed to be having in the haunted house and with the mechanics.<br /><br />So it was your contribution in the first episode that led to my Leota U/B design. And as I was staring at her, that's when a sort of light bulb went off. "I'm doing this because it fits both the Disney character and also the set's mechanics, but hey, it really suggests a certain type of experience for playing U/B in this set." It's not clear on the podcast episode, but I actually submitted the card challenge first, and then afterward I hit them up with another message suggesting that artifact animation is a mechanic that could tie together U/B in this set, deal with the fact that the two colors are not sharing any of the special keywords of the set, and really create an experience for that color pair.<br /><br />As for my own iterating, I'm still very much a novice but in the set I've been crafting (on a plane that is pregnant, causing both life and disease to grow out of control) I find that frequently going back to iterate uncommon "signpost" cards is helping me nail down whether or not my mechanical plans are really creating actual interesting gameplay or experience. There are uncommon cards that I've changed four or five times as I keep fiddling with the mechanics as I keep thinking about what I want it to "feel" like to be playing various faction or color combinations.Larcenthttps://www.blogger.com/profile/02637510675812632748noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-11221831371947361872019-02-20T21:10:15.084-05:002019-02-20T21:10:15.084-05:00Thank you for the article. Very insightful!
The mo...Thank you for the article. Very insightful!<br />The most story-worthy mechanic I may have designed was based around drinking, literally consuming alcohol. This was for our 2HG chaos draft extravaganza, where drinking was already the norm and the custom cards only reinforced that. Drinking consisted of either a shot or a significant swig (always based on the don't-be-a-dick rule) and could either be a cost or an action.<br />The best moment was when a player used two cards that would be an infinite loop, provided he could drink a sufficient number of times. He tried to argue that since he had demonstrated the loop three times, it could be shortcutted, but we had none of it: either he performs the full loop or he loses! He tried to keep going... and fell well short!Anonymoushttps://www.blogger.com/profile/06803916827160490122noreply@blogger.com