Topical Table of Contents
This page is intended to act as a topical table of contents for the
Trials, Triumphs & Trivialities column, to allow readers to
easily locate the columns most relevant to them. Last
Updated: January 20, 2005 (to #105).
This contents is divided up into the following major topics:
- Background & History -
Basic information on Skotos Tech & the genre of online games.
- Design - Laying out the basics of a
game.
- Development - Expanding on the
storytelling elements of a game.
- Engineering - Expanding on the
technical elements of a game.
- Administration - What happens when
you launch a game, and afterward.
- Series Listings - Consolidated
listings of the sub-series which have appeared in TT&T.
Background & History
Describing Skotos Tech, the company behind the games at
www.skotos.net; Castle Marrach, Skotos' social fantasy game; The
Eternal City, Skotos' competitive fantasy game; and Shannon
Appelcline, the guy who writes these articles.
About Skotos Tech
- #11. A
Brief History of Game, Part Four: Skotos Tech (11/30/00) - The
History of Skotos, January to October, 1999.
- #12. A
Brief History of Game, Part Five: Castle Marrach (12/07/00) -
The History of Skotos, July, 1999 to September, 2000.
- #15. Welcome to the
Twenty-First Century (1/04/01) - Roads not taken by Skotos,
in the Year 2000.
- #27. Fool
Me Once (4/01/01) - Funny happenings at the circle-S,
September, 2000 to March, 2001.
- #47. A
Brief History of Game, Part Six: Gamist Evolution (10/25/01) -
The History of Skotos, September, 2000 to October, 2001.
- #66. Fool
Me Twice (4/02/01) - Funny things said and done at Skotos,
April, 2001 to March, 2002.
- #97. A
Brief History of Game, Part Seven: The Business of Business
(11/21/02) - The History of Skotos, October, 2001 to November,
2002.
- #100. The Mystique of
Game Design: A Photocolumn (12/19/02) - A pictorial of Skotos
& its neighborhood.
About Castle Marrach
- #1. First Date
Jitters (9/21/00) - Launching Castle Marrach (and this column)
and lessons learned.
- #6. The Castle
Marrach Wish List (10/26/00) - Hopeful ideas for the future of
Castle Marrach.
- #10. Not a Turkey in
Sight! (11/22/00) - The status of Marrach, two months
later.
- #12. A Brief History
of Game, Part Five: Castle Marrach (12/07/00) - How Castle
Marrach came to be.
- #31. Why
Marrach Isn't The Movies, Part One (4/26/01) - Satirizing
Marrach while investigating the online medium.
- #36. Why
Marrach Isn't The Movies, Part Two (5/31/01) - Continuing the
satirization, with discontinuity.
- #40. Why
Marrach Isn't The Movies, Part Three (7/26/01) - Completing the
satirization, with containment.
- #52. Courting Misrule
(12/06/01) - The population of the Inner Bailey.
- #91. Advice from the
Castle (10/03/02) - Suggestions on running a game from the
Marrach staff.
About The Eternal City
- #37. Pondering on The
Eternal City (6/07/01) - Considering the game design of The
Eternal City.
About Galactic Emperor: Hegemony
- #61. Building Block Examples:
The Hologram Nexus (2/21/02)
- An example of building a room for Hegemony.
- #63. Galactic Empires,
Part Two: Expanding into Space (3/07/02) - The game design of the
original Space Empires.
- #64. Galactic Empires,
Part Three: Building a Hegemony (3/14/02) - Roleplaying a
strategy game.
- #67. Creativity & the
Online Gamer (4/4/02) - Encouraging player creativity.
- #97. A
Brief History of Game, Part Seven: The Business of Business
(11/21/02) - Including notes on the creation of Hegemony.
About Galactic Emperor: Succession
- #15. Welcome to the
Twenty-First Century (1/04/01) - Roads not taken by Skotos,
including the first GE:S designs.
- #39. Ah,
Sweet Simplicity of Life! (7/12/01) - Simplifying games,
including GE:S.
- #62. Galactic Empires,
Part One: Failing at Succession (2/28/02) - Why GE:S
failed.
About Grendel's Revenge
- #73. There's No Such
Thing as a Free Launch (5/16/02) - Lessons learned during the
Grendel's Revenge launch.
- #97. A
Brief History of Game, Part Seven: The Business of Business
(11/21/02) - Including notes on the creation of Grendel's
Revenge.
About Lovecraft Country
- #34. The
Power of the Medium: Individualized Output (5/17/01) - A
precursor to insanity in Lovecraft Country.
- #86. This Blessed Plot:
Events, Expeditions & Other Alternatives (8/29/02) - How we
expect to run "big plots" in Lovecraft Country.
- #94. The
Elements of Good ScaryTelling, Part One: Haunting Themes
(10/31/02) - Themes for a horror game, any horror
game.
- #95. The
Elements of Good ScaryTelling, Part Two: Monstrous Archetypes
(11/07/02) - Monsters for any horror game.
About Shannon Appelcline
- #46. But Enough
About Me ... (10/11/01) - A brief bio, explaining the
qualifications of this column's author.
Design
The first stage of creating any game is designing it. You need
to figure all of the basic concepts of your game--both storytelling
elements, which you'll later develop and mechanical elements,
which you'll later engineer.
The Basic Design
The big picture of game design. How do you design an overall game
plan, and what are some of the most crucial elements that you need to
consider?
- #17. Why Yes I Am God!
(1/18/01) - Rules of thumbs for writing a basic game design.
- #30. The
Team's The Thing (4/19/01) - Think you're going to build that
game on your own? Think again.
- #38. The
Game Is what The Game Is (6/14/01) - A basic precept for
building online games: careful consideration in design.
- #39. Ah,
Sweet Simplicity of Life! (7/12/01) - Another basic design
precept: start simply.
- #45. And
Now a Word from Our Sponsor ... (9/27/01) - Designing for
commercial games.
- #49. Postcard from
Kaua'i (11/15/01) - Thinking differently when designing and
developing a game.
- #54. Building Blocks:
Zones (12/20/01) - Designing your game, one zone at a
time.
- #65. The
Wilderness of Your Intuition (3/21/01) - What it takes to be
a game developer.
- #88. If
You Build It, They Might Come, Part Two: Discouragement (9/12/02)
- How a bad game design might discourage new players.
- #89. If
You Build It, They Might Come, Part Three: Encouragement (9/19/02)
- Rewards keep players coming back.
- #90. If
You Build It, They Might Come, Part Four: Assistance (9/26/02)
- Getting players to help out in retention.
- #93. Marking the
Occasion (10/24/02) - Setting milestones in your design
process.
Basic Design: Examples
Why some games succeed and others fail.
- #37. Pondering on The
Eternal City (6/07/01) - Considering the game design of The
Eternal City.
- #62. Galactic Empires,
Part One, Failing at Succession (2/28/02) - Why GE:S
failed.
- #63. Galactic Empires,
Part Two: Expanding into Space (3/07/02) - The game design of the
original Space Empires.
- #64. Galactic Empires,
Part Three: Building a Hegemony (3/14/02) - Roleplaying a
strategy game.
- #74. Anatomy of a Game:
Survivor! (5/23/02) - On the game design of television's
Survivor.
Gameplay
When designing your overall game plan, you need to figure out what
type of game you want to create. These articles offer a number of
occasionally divergent ideas on what types of gameplay you can design,
and what players they'll appeal to.
- #14. It's the End of
the World as we Know It (12/21/00) - Including a basic layout
for types of gameplay.
- #25. Telling Stories,
Classifying Worlds (3/15/01) - Expanding on the types of
gameplay first outlined in #14.
- #42. Apples and
Orangeclines (8/16/01) - Some more thoughts on game and player
types, expanding on discussions in #25.
- #56. Future Memes, Part
Two: Gameplay and Mechanics (1/10/02) - Introducing new
gameplay to our medium.
- #103. Designing Strategy: The Gameplay (1/16/03) - Defining activity & victory in a strategy game.
Genre
Gameplay is only part of the game, because you also have to address
the question of what genre it neatly fits into.
- #55. Future Memes, Part
One: Overviews and Genres (1/03/02) - The limitations of our
medium to date, and investigating new genres.
- #94. The
Elements of Good ScaryTelling, Part One: Haunting Themes
(10/31/02) - Common themes in horror stories.
- #95. The
Elements of Good ScaryTelling, Part Two: Monstrous Archetypes
(11/07/02) - Standard archetypes for monsters in horror
stories.
Mediums: Online Games
The medium of online games offers many unique advantages and
disadvantages. You'll need to make sure that you're considering these
when designing your game.
- #34. The
Power of the Medium: Individualized Output (5/17/01) - How you
can tailor the online game medium to specific players.
- #35. The
Power of the Medium: Text! (5/24/01) - Why text is a great
medium for online games.
- #43. The
Power of the Medium: People (8/30/01) - Players as resource in
online games.
- #45. And
Now a Word from Our Sponsor ... (9/27/01) - The
commercial part of the online game medium.
- #69. The
Power of the Medium: Continuity (4/18/02) - Building on
continuity in online games.
- #98. Foreseeing
Mediums: An Overview (12/05/02) - More powers and weaknesses
of our medium.
- #104. Strategic Introductions: Web Games (1/23/03) - A history of web games & how they work.
Mediums: Strategy Games
- #62. Galactic Empires,
Part One, Failing at Succession (2/28/02) - Why GE:S
failed.
- #63. Galactic Empires,
Part Two: Expanding into Space (3/07/02) - The game design of the
original Space Empires.
- #64. Galactic Empires,
Part Three: Building a Hegemony (3/14/02) - Roleplaying a
strategy game.
- #74. Anatomy of a Game:
Survivor! (5/23/02) - On the game design of television's
Survivor.
- #101. Strategic Introductions: Tabletop Games (1/02/03) - How roleplaying & strategy games differ.
- #102. Designing Strategy: The Components (1/09/03) - Defining the physical parts of a strategy game.
- #103. Designing Strategy: The Gameplay (1/16/03) - Defining activity & victory in a strategy game.
- #104. Strategic Introductions: Web Games (1/23/03) - A history of web games & how they work.
- #105. Designing Strategy: Decision Sets (1/30/03) - Decision making in strategy games & the rule of 7.
Mediums: Comparing and Contrasting
We can also better understand the online game medium by comparing and
contrasting to all the other mediums out there.
- #31. Why
Marrach Isn't The Movies, Part One (4/26/01) - Movies are a
visual medium.
- #32. GameMaster or
StoryBuilder? (5/3/01) - How building online and tabletop
roleplaying games differs.
- #36. Why
Marrach Isn't The Movies, Part Two (5/31/01) - Movies are a
discontinuous medium.
- #40. Why
Marrach Isn't The Movies, Part Three (7/26/01) - Movies are a
contained medium.
- #41. Movie Rules, Online
Plots (8/02/01) - Some final insights into the medium of
movies.
- #70. Modern Myths, Part
One: An Overview from Gilgamesh to Bunyan (4/25/02) -
Concerning the history & characteristics of myth.
- #71. Modern Myths, Part
Two: An Overview from Citizen Kane to Spider-Man (5/2/02) -
The evolution of today's myths.
- #72. Modern Myths, Part
Three: An Overview from Adventure to Anarchy (5/9/02) -
Myths in computer games.
- #83. Modern Myths, Part
Four: Legends Live (7/25/02) - Final problems with and methods
for mythology.
- #92. TV
& The Art of Mystery (10/10/02) - How mystery can improve
episodic storytelling.
- #98. Foreseeing
Mediums: An Overview (12/05/02) - How do you define a medium,
anyway?
- #101. Strategic Introductions: Tabletop Games (1/02/03) - How roleplaying & strategy games differ.
Development
Working from your initial design, you'll need to develop
your storytelling elements. These are the tools of the writer--plot,
backstory, character, and setting--as well as the building blocks of
the game designer--rooms, zones, maps, portables, NPCs, and more.
Building Games
What tools does Skotos Tech provide to create games?
- #33. What
a StoryBuilder Can Do (5/10/01) - The powers and limitations
of the Skotos Developer Interface, May 2001.
Building Objects
Whether portables or details, objects take work and
energy to create and flesh out.
- #3. Objectionable
Economies (10/05/00) - How portables may be a weird
commodity.
- #50. Building Blocks:
Details (11/21/01) - Expanding an object's description with
details.
- #51. Building Blocks:
Names (11/29/01) - Naming a portable or a detail.
- #59. Building Blocks:
Portables (2/7/02)
- The how to on developing a portable.
- #60. Building Blocks:
Data Inheritance (2/14/02)
- using data inheritance to build portables.
Building Rooms
Rooms are one of the most important building blocks that game
developers have to consider when creating a game.
- #8. Electoral
Ramblings (11/9/00) - Including a digression on how
to name rooms.
- #48. Building Blocks:
Rooms (11/8/01) - The nuts & bolts of writing a room.
- #50. Building Blocks:
Details (11/21/01) - Expanding a room's description with
details.
- #51. Building Blocks:
Names (11/29/01) - Naming a portable or a detail.
- #53. Building Blocks:
Maps (12/13/01) - Creating the logical maps for your
game.
- #54. Building Blocks:
Zones (12/20/01) - Designing your game, one zone at a
time.
- #57. Future Memes, Part
Three: Settings and Physics (1/17/02) - Introducing new
world designs to our medium.
- #60. Building Blocks:
Data Inheritance (2/14/02)
- using data inheritance to build portables & rooms.
- #61. Building Block Examples:
The Hologram Nexus (2/21/02)
- An example of building a room.
Determining Decision Sets
Developing options for characters to explore.
- #105. Designing Strategy: Decision Sets (1/30/03) - Decision making in strategy games & the rule of 7.
Developing Backstory
Backstory, or what has come before, is a foundation of storytelling.
- #79. The
Element of Good Mythtelling, Part Five: Ritualizing Backstory
(7/4/02) - Holidays & unstructured ritual .
- #80. The
Element of Good Mythtelling, Part Six: Ritual Structure
(7/11/02) - Ceremonies & structured ritual .
Developing Characters
Characters are the active participants of any online game.
- #78. The
Element of Good Mythtelling, Part Four: The Heroic Character
(6/27/02) - Ingredients of the Heroic Pattern.
- #95. The
Elements of Good ScaryTelling, Part Two: Monstrous Archetypes
(11/07/02) - Archetypes for monsters, who are characters
too.
Developing Plots
Without plots, the backgrounds of online games would be dull and lifeless.
- #4. This Blessed
Plot, Part One (10/12/00) - The importance of supporting
player plots.
- #13. This Blessed
Plot, Part Two (12/14/00) - How to entertain multiple
players.
- #21. This
Blessed Plot, Part Three (2/15/01) - Encouraging change with
your plots.
- #22. Movies: A Structure
for Plot, Part One (2/22/01) - Outlining the structure of plot
in motion pictures.
- #23. Movies: A Structure
for Plot, Part Two (3/01/01) - Offering an example of a Castle
Marrach plot using the movie structure.
- #24. Movies: A Structure
for Plot, Part Three (3/08/01) - Explaining how movie plots
should be adapted for online games.
- #69. The
Power of the Medium: Continuity (4/18/02) - Building on
continuity in online games.
- #75. The
Elements of Good Mythtelling, Part One: Episodic Plot (5/30/02)
- How myths connect together stories.
- #76. The
Elements of Good Mythtelling, Part Two: Singular Plot in Theory (6/13/02)
- The Hero's Journey described.
- #77. The
Elements of Good Mythtelling, Part Three: Singular Plot in Practice
(6/20/02) - The Hero's Journey exemplified.
- #86. This Blessed Plot:
Events, Expeditions & Other Alternatives (8/29/02) - Different
ways to plot online games.
- #92. TV
& The Art of Mystery (10/10/02) - How mystery can improve
episodic storytelling.
- #99. This Blessed Plot:
Seeds, Conflict, and Other Non-Plots (12/12/02) - Alternatives
to plots in storytelling games.
Developing Settings
Settings form the stage for story.
- #57. Future Memes, Part
Three: Settings and Physics (1/17/02) - Introducing new
world designs to our medium.
- #81. The
Element of Good Mythtelling, Part Seven: Local Setting
(7/18/02) - Local myths about places.
- #82. The
Element of Good Mythtelling, Part Eight: Archetypical Setting
(7/25/02) - Global myths about places.
Developing Themes
- #94. The
Elements of Good ScaryTelling, Part One: Haunting Themes
(10/31/02) - Common themes in horror stories.
Engineering
Working from your initial design, you'll need to
engineer your mechanical elements. This is the province of the
programmer, and brings into the equation a number of interesting problems.
Engineering Systems: Input/Output
Some of the most improtant systems in an online game are I/O, which
get information in from the players and data back out.
- #34. The
Power of the Medium: Individualized Output (5/17/01) - How you
can tailor the online game medium to specific players.
Problems: The Consistency Conundrum
How do you maintain consistency in a huge and spanning online world,
particularly one with multitudes of administrators?
- #7. Hosting on Your
Toes (11/02/00) - Maintaining consistency among multiple
StoryTellers.
- #19. Hobgoblins, Part One
(2/01/01) - Making verbs consistent.
- #20. Hobgoblins, Part Two
(2/08/01) - Making objects consistent.
Problems: The Dynamic Dilemma
How do you keep games fresh and dynamic?
- #26. The
Dynamic Dilemma, Part One (3/22/01) - Defining the problem of
static content in online games.
- #28. The
Dynamic Dilemma, Part Two (4/05/01) - Building dynamism via
old object recreation.
- #29. The
Dynamic Dilemma, Part Three (4/12/01) - Building dynamism via
new object creation.
- #68. The
Upgrade Game (4/11/02) - Building the initial game is just half
the battle.
Problems: The Fun Factor
- #89. If
You Build It, They Might Come, Part Three: Encouragement (9/19/02)
- Rewards keep players coming back.
Problems: The Realism Rathole
How do you create a realistic game? Do you actually want to? How does
the reality of the online game medium differ from the real world?
- #3. Objectionable
Economies (10/05/00) - How portables may be a weird
commodity.
- #5. Reality Check
(10/19/00) - How players treat virtual reality differant than the real thing.
- #9. The
Puzzle of Purloined Players (11/16/00) - The discontinuity of
players in a virtual reality.
Administration
After you've finished creating a game, the work is not done. You have
to continue administering it.
The Launch
In any online game, the first step for successful administration is
... getting the game off the ground.
- #1. First Date
Jitters (9/21/00) - Launching Castle Marrach (and this column)
and lessons learned.
- #2. Keeping up with
the Joneses (9/28/00) - On creating an initial community.
- #73. There's No Such
Thing as a Free Launch (5/16/02) - Lessons learned during the
Grendel's Revenge launch.
Running a Game Company
- #45. And
Now a Word from Our Sponsor ... (9/27/01) - The
commercial part of the online game medium.
- #87. Postcard from San
Jose: Business, Interactivity & Conservatism (9/05/02) -
Running a game business and other insights.
- #100. The Mystique of
Game Design: A Photocolumn (12/19/02) - A pictorial of Skotos
& its neighborhood.
Marketing Games
- #85. If
You Build It, They Might Come, Part One: Attention (8/22/02) -
How to attract people to your game.
Building Communities
- #2. Keeping up with
the Joneses (9/28/00) - On creating an initial community.
- #44. The
Global Community (9/11/01) - Overcoming tragedy through online
community.
- #58. Future Memes, Part
Four: Community and Reptuation (1/24/02) - The future of
anonymity and community on the net.
- #84. Postcard from
Milwaukee: Community, Collaboration & Creativity (8/15/02) -
Building communities of players & designers.
Supporting Games
How do you create support teams? What should your precepts be for
support in the online world?
- #8. Electoral
Ramblings (11/9/00) - When user complain, what's
a bug and what's a feature?
- #14. It's the End of
the World as we Know It (12/21/00) - Managing user
expectations.
- #16. Guiding Lights
(1/11/01) - Volunteers in online games, and the trials
thereof.
- #30. The
Team's The Thing (4/19/01) - Think you're going to build that
game on your own? Think again.
- #43. The
Power of the Medium: People (8/30/01) - Players as resource in
online games.
- #52. Courting Misrule
(12/06/01) - A return to expectations and whether players are
right.
- #58. Future Memes, Part
Four: Community and Reptuation (1/24/02) - Building reputation
systems into online games.
- #65. The
Wilderness of Your Intuition (3/21/01) - What it takes to be
a game developer.
- #68. The
Upgrade Game (4/11/02) - Building the initial game is just half
the battle.
- #91. Advice from the
Castle (10/03/02) - Suggestions on running a game from the
Marrach staff.
- #96. In
Sickness & In Health (11/14/02) - Keeping a game running 24x7.
Telling Stories
Running plots can be one of the most crucial roles for administrators
in any online game, but particular in games centered around
role-playing.
- #4. This Blessed
Plot, Part One (10/12/00) - The importance of supporting
player plots.
- #7. Hosting on Your
Toes (11/02/00) - Coordinating multiple StoryTellers in an
online medium.
- #13. This Blessed
Plot, Part Two (12/14/00) - How to entertain multiple
players.
- #21. This
Blessed Plot, Part Three (2/15/01) - Encouraging change with
your plots.
- #22. Movies: A Structure
for Plot, Part One (2/22/01) - Outlining the structure of plot
in motion pictures.
- #23. Movies: A Structure
for Plot, Part Two (3/01/01) - Offering an example of a Castle
Marrach plot using the movie structure.
- #24. Movies: A Structure
for Plot, Part Three (3/08/01) - Explaining how movie plots
should be adapted for online games.
- #69. The
Power of the Medium: Continuity (4/18/02) - Building on
continuity in online games.
- #75. The
Elements of Good Mythtelling, Part One: Episodic Plot (5/30/02)
- How myths connect together stories.
- #76. The
Elements of Good Mythtelling, Part Two: Singular Plot in Theory (6/13/02)
- The Hero's Journey described.
- #77. The
Elements of Good Mythtelling, Part Three: Singular Plot in Practice
(6/20/02) - The Hero's Journey exemplified.
- #86. This Blessed Plot:
Events, Expeditions & Other Alternatives (8/29/02) - Different
ways to plot online games.
- #91. Advice from the
Castle (10/03/02) - Suggestions on running a game from the
Marrach staff.
- #92. TV
& The Art of Mystery (10/10/02) - How mystery can improve
episodic storytelling.
- #99. This Blessed Plot:
Seeds, Conflict, and Other Non-Plots (12/12/02) - Alternatives
to plots in storytelling games.
Players in Online Games
And finally, after you launch, you have to think about your
players. Who are they? What problems will they cause? How can you make
them happy?
- #9. The
Puzzle of Purloined Players (11/16/00) - The discontinuity
of players in a virtual reality.
- #18. Steal this Article!
(1/25/01) - Villians and civil disobedience.
- #43. The
Power of the Medium: People (8/30/01) - Players as resource in
online games.
- #67. Creativity & the
Online Gamer (4/4/02) - Encouraging player creativity.
- #84. Postcard from
Milwaukee: Community, Collaboration & Creativity (8/15/02) -
Building communities of players & designers.
- #90. If
You Build It, They Might Come, Part Four: Assistance (9/26/02)
- Getting players to help out in retention.
Series Listings
Some sub-series within Trials, Triumphs & Trivialities have
been scattered across long months of postings. These listings
consolidate them.
This Blessed Plot
A series of articles looking at plotting issues, especially as they
relate to live StoryTellers in Skotos games.
- #4. This Blessed
Plot, Part One (10/12/00) - The importance of supporting
player plots.
- #13. This Blessed
Plot, Part Two (12/14/00) - How to entertain multiple
players.
- #21. This
Blessed Plot, Part Three (2/15/01) - Encouraging change with
your plots.
- #86. This Blessed Plot:
Events, Expeditions & Other Alternatives (8/29/02) - Different
ways to plot online games.
- #99. This Blessed Plot:
Seeds, Conflict, and Other Non-Plots (12/12/02) - Alternatives
to plots in storytelling games.
A Brief History of Game
Being a history of the online game medium, followed by a history of
Skotos Tech--of which only the history of Skotos Tech has been written
to date.
- #11. A
Brief History of Game, Part Four: Skotos Tech (11/30/00) - The
History of Skotos, January to October, 1999.
- #12. A
Brief History of Game, Part Five: Castle Marrach (12/07/00) -
The History of Skotos, July, 1999 to September, 2000.
- #47. A
Brief History of Game, Part Six: Gamist Evolution (10/25/01) -
The History of Skotos, September, 2000 to October, 2001.
- #97. A
Brief History of Game, Part Seven: The Business of Business
(11/21/02) - The History of Skotos, October, 2001 to November,
2002.
Building Blocks
Discussions of some of the most core concepts in online roleplaying
games, including instructions on how to use them well.
- #48. Building Blocks:
Rooms (11/8/01) - The nuts & bolts of writing a room.
- #50. Building Blocks:
Details (11/21/01) - Expanding a room's description with
details.
- #51. Building Blocks:
Names (11/29/01) - Naming a portable or a detail.
- #53. Building Blocks:
Maps (12/13/01) - Creating the logical maps for your
game.
- #54. Building Blocks:
Zones (12/20/01) - Designing your game, one zone at a
time.
- #59. Building Blocks:
Portables (2/7/02)
- The how to on developing a portable.
- #60. Building Blocks:
Data Inheritance (2/14/02)
- using data inheritance to build portables & rooms.
- #61. Building Block Examples:
The Hologram Nexus (2/21/02)
- An example of building a room.
Designing Strategy
On the design of strategic games.
- #101. Strategic Introductions: Tabletop Games (1/02/03) - How roleplaying & strategy games differ.
- #102. Designing Strategy: The Components (1/09/03) - Defining the physical parts of a strategy game.
- #103. Designing Strategy: The Gameplay (1/16/03) - Defining activity & victory in a strategy game.
- #104. Strategic Introductions: Web Games (1/23/03) - A history of web games & how they work.
- #105. Designing Strategy: Decision Sets (1/30/03) - Decision making in strategy games & the rule of 7.
The Dynamic Dilemma
Increasing the dynamism in online games.
- #26. The
Dynamic Dilemma, Part One (3/22/01) - Defining the problem of
static content in online games.
- #28. The
Dynamic Dilemma, Part Two (4/05/01) - Building dynamism via
old object recreation.
- #29. The
Dynamic Dilemma, Part Three (4/12/01) - Building dynamism via
new object creation.
The Elements of Good ScaryTelling
- #94. The
Elements of Good ScaryTelling, Part One: Haunting Themes
(10/31/02) - Common themes in horror stories.
- #95. The
Elements of Good ScaryTelling, Part Two: Monstrous Archetypes
(11/07/02) - Standard archetypes for monsters in horror
stories.
Future Memes
Investigating the future of online games, and paths that designers are
generally not taking.
- #55. Future Memes, Part
One: Overviews and Genres (1/03/02) - The limitations of our
medium to date, and investigating new genres.
- #56. Future Memes, Part
Two: Gameplay and Mechanics (1/10/02) - Introducing new
gameplay to our medium.
- #57. Future Memes, Part
Three: Settings and Physics (1/17/02) - Introducing new
world designs to our medium.
- #58. Future Memes, Part
Four: Community and Reptuation (1/24/02) - The future of
anonymity and community on the net.
Galactic Empires
Building science-fiction games: trials and tribulations.
- #62. Galactic Empires,
Part One, Failing at Succession (2/28/02) - Why GE:S
failed.
- #63. Galactic Empires,
Part Two: Expanding into Space (3/07/02) - The game design of the
original Space Empires.
- #64. Galactic Empires,
Part Three: Building a Hegemony (3/14/02) - Roleplaying a
strategy game.
If You Build It, They Might Come
How to get people to try out your brand-spanking new game.
- #85. If
You Build It, They Might Come, Part One: Attention (8/22/02) -
How to attract people to your game.
- #88. If
You Build It, They Might Come, Part Two: Discouragement (9/12/02)
- How a bad game design might discourage new players.
- #89. If
You Build It, They Might Come, Part Three: Encouragement (9/19/02)
- Rewards keep players coming back.
- #90. If
You Build It, They Might Come, Part Four: Assistance (9/26/02)
- Getting players to help out in retention.
Modern Myths & The Elements of Good Storytelling
- #70. Modern Myths, Part
One: An Overview from Gilgamesh to Bunyan (4/25/02) -
Concerning the history & characteristics of myth.
- #71. Modern Myths, Part
Two: An Overview from Citizen Kane to Spider-Man (5/2/02) -
The evolution of today's myths.
- #72. Modern Myths, Part
Three: An Overview from Adventure to Anarchy (5/9/02) -
Myths in computer games.
- #75. The
Elements of Good Mythtelling, Part One: Episodic Plot (5/30/02)
- How myths connect together stories.
- #76. The
Elements of Good Mythtelling, Part Two: Singular Plot in Theory (6/13/02)
- The Hero's Journey described.
- #77. The
Elements of Good Mythtelling, Part Three: Singular Plot in Practice
(6/20/02) - The Hero's Journey exemplified.
- #78. The
Element of Good Mythtelling, Part Four: The Heroic Character
(6/27/02) - Ingredients of the Heroic Pattern.
- #79. The
Element of Good Mythtelling, Part Five: Ritualizing Backstory
(7/4/02) - Holidays & unstructured ritual .
- #80. The
Element of Good Mythtelling, Part Six: Ritual Structure
(7/11/02) - Ceremonies & structured ritual .
- #81. The
Element of Good Mythtelling, Part Seven: Local Setting
(7/18/02) - Local myths about places.
- #82. The
Element of Good Mythtelling, Part Eight: Archetypical Setting
(7/25/02) - Global myths about places.
- #83. Modern Myths, Part
Four: Legends Live (7/25/02) - Final problems with and methods
for mythology.
Movies: A Structure for Plot
Using movie plots for online games.
- #22. Movies: A Structure
for Plot, Part One (2/22/01) - Outlining the structure of plot
in motion pictures.
- #23. Movies: A Structure
for Plot, Part Two (3/01/01) - Offering an example of a Castle
Marrach plot using the movie structure.
- #24. Movies: A Structure
for Plot, Part Three (3/08/01) - Explaining how movie plots
should be adapted for online games.
Postcards ...
Travel often brings about new patterns of thinking. And you get to see
vacation photos too.
- #49. Postcard from
Kaua'i (11/15/01) - Thinking differently when designing and
developing a game.
- #84. Postcard from
Milwaukee: Community, Collaboration & Creativity (8/15/02) -
Building communities of players & designers.
- #87. Postcard from San
Jose: Business, Interactivity & Conservatism (9/05/02) -
Running a game business and other insights.
The Power of the Medium
Why it's really cool to design for the multiplayer online game medium.
- #34. The
Power of the Medium: Individualized Output (5/17/01) - How you
can tailor the online game medium to specific players.
- #35. The
Power of the Medium: Text! (5/24/01) - Why text is a great
medium for online games.
- #43. The
Power of the Medium: People (8/30/01) - Players as resource in
online games.
- #69. The
Power of the Medium: Continuity (4/18/02) - Building on
continuity in online games.
Why Marrach Isn't the Movies
Comparisons of the mediums of movies and online games, presented as a
humorous movie script, with a coda at the end.
- #31. Why
Marrach Isn't The Movies, Part One (4/26/01) - Movies are a
visual medium.
- #36. Why
Marrach Isn't The Movies, Part Two (5/31/01) - Movies are a
discontinuous medium.
- #40. Why
Marrach Isn't The Movies, Part Three (7/26/01) - Movies are a
contained medium.
- #41. Movie Rules, Online
Plots (8/02/01) - Some final insights into the medium of
movies.
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