Tabletop Roleplaying as a Game Design Tool

The goal is to allow the player and their avatar to occupy the same emotional space. Harrison Pink, Snap to Character: Building Strong Player Attachment Through Narrative At Graewolv, while exploring the concept of the demon-powered first-person shooter, one question that kept nagging at my brain was who I was actually playing and why itContinue reading “Tabletop Roleplaying as a Game Design Tool”

Challenges to Systemic Design

Systemic design comes down to making objects and rules and inviting the player to interact with them. This sometimes clashes with game design at large or the expectations of external stakeholders. This post is dedicated to some challenges that are facing systemic game design right now. It won’t go into broader problems like financing orContinue reading “Challenges to Systemic Design”

The Interaction Frontier

The most consistent pushback I get when presenting my case for systemic design is against the idea that authorial games are not as interactive as more emergent games. “They surely are interactive,” says the typical critic, “because you are pressing buttons; there’s gameplay.” Which is true at face value, since you are certainly pressing buttonsContinue reading “The Interaction Frontier”