Though my time budget will probably rue the day, I have heard about an application called RPG Maker, where someone has already created the interface for a JRPG, and so you get to supply the content. Ideas for an RPG are already bubbling inside my head, and I'm starting to take notes on Georges Polti for threads I can weave together.
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I've long debated the idea of using agent-based models to generate a living world for a player to explore and generally muck about in. The idea has gone through many incarnations: a Privateer like game, a simulation of high school social stratification, a game on gang wars.
A theme common to all of these is the idea that the player's experience is enriched by having a richly populated world to interact with rather than just optimizing numbers. Basically, I want to inject RPG elements into these sort of games. So if we're indeed trying to take a page from RPGs, we should examine what is the draw of RPGs. According to Greg, these fall into 3 areas:
- Social aspect - silly and interesting things that players and the GM cause to happen
- World creation - a rich and detail world to explore
- Munchkin'ing - finding new and interesting ways to play the system
For world creation, the idea is that the agent-based dynamic system will replace the scripted RPG plot. This can be good and bad. Good because the game is, in theory, replayable because a new one is generated every game. It also saves me the trouble of coming up with an elaborate plotline. The drawback is that there will be no elaborate plotline as the randomly generated computer world probably will not come up with any events as complex as a human can dream up. One compromise to use the agent-based model for the low-level activity while an overarching plotline is driven from a higher-level.
As for the social aspect, again the canned and scripted events will be replaced by agents doing as they will. This means no more NPCs standing still while waiting for the characters to trigger interaction with them. But it's not likely the agents will do much that is truly interesting to the player. Do something they'll have to react, yes, but it's a bit much to hope they do something inspired.
I'm debating whether to keep the sci-fi setting of the space trader genre or do something else, like trade and reconstruction in a post-apocalyptic world. One of my main concerns is that space travel is so expensive, I have no idea how trade would be practical except for things that cannot be grown or manufactured at the destination, but I guess that's something that's usually swept under the rug.
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| Date: | 2008-01-08 02:42 |
| Subject: | Siege |
| Security: | Public |
An idea for a game: a full description of siege warfare, not just the final assault. The attacking player has to manage the reduction of fortifications (by bombardment, undermining, or by direct attack) while keeping in mind forage (and thus seasonal weather) and possible relief forces. Or just starving them out. Meanwhile, the defender manages repairs, sorties, and other countermeasures.
Have fun stormin' the castle!
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| Date: | 2007-08-01 21:31 |
| Subject: | GURPS |
| Security: | Public |
I'm in the process of downloading 2GB+ of GURPS sourcebooks and have already wiled away many, many hours reading them. And the sad thing is I'll probably never play GURPS as I find the system kinda cumbersome. And porting the sourcebooks into another system also takes work.
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I'm in the middle of reading Collapse by Jared Diamond. Between it and Guns, Germs, and Steel, I have a vague urge to design a strategic, civilization building game with all the difficulties of feeding a governing and religious class; spread of technologies; controlling, protecting, and expanding an empire; how to survive the good years and bad years; dependency on trade; environmental impact of human occupation; the desire for those in power to create monuments to themselves; etc.
I highly doubt it would be a fun game, more an educational exercise.
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http://www.alanemrich.com/PGD/PGD_Course_Project.htm
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| Date: | 2007-07-08 16:57 |
| Subject: | The List |
| Security: | Public |
Games I've considered buying for a long time:
And it seems like they're all (or some expansion is) about to hit the shelves soon. Roll for wallet and shelf space check.
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| Date: | 2006-08-07 16:50 |
| Subject: | Silent War |
| Security: | Public |
Silent War has made a splash, at least among submarine enthusiasts, solitaire gamers, and campaign recreators. While the player is nominally the commander of submarine operations in the Pacific during WW2, he resolves every patrol of every Allied submarine in the Pacific in weekly rounds. At the rate my free time goes, this may take longer to play out than it did to fight the war...
I really wish someone came up with a quick but accurate way of resolving combat so you could just make command-level decisions...
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David got me playing Freelancer, which is much like Wing Commander: Privateer. It is touted as allowing the player full reign to interact with a responsive universe. The first half is true; the player can take missions for a huge number of factions, ranging from authorities to corporations to criminals. As for the second half, it happens to some degree. A player's actions will raise his reputation with respect to a particular faction, improve it with respect to the faction's allies, and reduce it with respect to its enemies. And hurting a faction probably does weaken its presence in the area. However, control of the permanent stations and planets never changes hands, no matter how much you help one side.
So, another idea of the gaming chalkboard: create a living campaign where the factions interact in a non-static way (e.g. be able to take over or replace each other's centers of operation), and humans can interact with the factions. One question: should there be a defensive bonus so that factions that are on their heels are harder to eliminate? Or should there be a way to spontaneously generate factions? The latter is probably closer to real life, and would be more interesting, though I would worry about stability of such a system.
Another question is how to put a face on the various factions. The simple way is to model them as an undistinguishable blob of humanity. On the other side of the spectrum, they can be made up of a number of autonomous agents, each with their own agenda. Thus a faction may have it in bad for a player, but he may still have contacts or favors inside. Or an agent could have good standing with two factions and use his position to sell information from one to the other, though hidden information and rumor spreading presents several problems.
I think this has possibilities.
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| Date: | 2006-07-17 16:48 |
| Subject: | Update |
| Security: | Public |
Since I can't remember to update regularly, here's everything in one spurt. And I've probably left a bunch of stuff out. This is what I've been up to over the past month or so.
When I have time to walk to work, I've been reading Fighter Combat: Tactics and Maneuvering. A lot of the single-aircraft stuff is hard for me to visualize, but the pairs and section tactics is easier to absorb. For instance, in a comparison of Double Attack and Loose Deuce offensive tactics, Shaw likens it to basketball: in Double Attack, the wingman setups for an offensive rebound, to continue the attack if the first shot is bad; in Loose Deuce, the lead draws the defense's attention while the wingman positions for a shot (i.e. force a predictable reaction from the defense so the wingman can setup the kill). This line of thought led in two directions:
One, I installed and have been playing Critical Mass again. Completely unrealistic, but such a fun little game. And now that I'm slightly more aware, I can see when sandwiches and pincers are being setup. The computer doesn't do this consciously, but I have to extricate myself just the same. This game is currently sucking up a lot of free time.
Two, I've started looking at air combat games again. The state of the art still seems to be the Fighting Wings series for WW2 and Birds of Prey for jets. I kinda regret selling my copy of Over the Reich now, though I should still have copies of the aircraft cards somewhere. Anyway, the problem with these games is that, as elegantly they handle realistic movement in 3 dimensions, the game takes longer to play out than they did historically. This leads me to believe I'd spend more time bookkeeping than playing the game. Not fun. As people have mentioned, these games are not fast and deadly dogfights, but a tactical study about dogfights.
So this brought me back to my idea of revamping Down in Flames (DiF). In addition to my old idea of differentiating different aircraft more by giving bonus cards to those with better turning/rolling/diving/etc., I now considered how to add in Fighting Wing, Double Attack, and Loose Deuce tactics into the game. And the problem is this: like many Dan Verssen games, DiF is closer to being a game with a military theme than a wargame. Meaning he doesn't even Design for Effect, but rather approximates history to create a game. Thus the holes here may be too big for me to patch up. - Historically, FW-190's could escape pursuers by turning one way, causing the pursuer to do the same, and then using their superior roll rate to roll the other way and turn or speed away. But in DiF, Barrol Rolls are only good for dodging bullets, and any FW-190 with penalties to Tight Turn or Maneuvering (which they should) will find it hard to improve position.
- Each aircraft in DiF is active for too long. Actually, what I really mean is that the targeted aircraft is passively responding for too long before he can make a move of his own, and I don't think that accurately reflects pilot decision cycle in combat. This would only be exacerbated if I added more powerful wingman rules.
In a nutshell, I would need to do a serious overhaul of DiF to bring it closer to a dogfight simulation.
This brought me to looking at computer air combat games, so the computer can handle the numbers under the hood. In particular, Flight Commander 2 which, according to reviews, plays a tactically intelligent game. However, I can't seem to download it from Home of the Underdogs, so nix that. Meanwhile, I came across the Puerto Rico Evolver (PRE), which plays a mean game of Puerto Rico. Correction: it plays a mean game of 5-player Puerto Rico when most of the players are PRE AIs. This is because each PRE AI is a strategy: what buildings to build, what plantations to pick, etc. It has very little knowledge of the tactical situation and doesn't look at its opponents' states at all. Thus it neither consciously exploits or hinders its opponents. This is unfortunate as good human players agree that PR is a very tactical game. Humans probably find it hard to win against a group of PRE AIs because they do not play entirely rationally, and the eventual winner benefitted from the moves of another AI who wasn't aware of his tactical mistakes.
The state of the art in tactical game AIs (chess, checkers, othello, backgammon) all use an alpha-beta method to search the decision tree, and I think I can do the same for PR. What I currently envision is that each decision node is the active player's role selection. The resolution of the role isn't fully branched out, which would massively increase the search space, but perhaps resolved in a mini-game to get an end state upon which to base the next role selection decision node. The problem I immediately ran into, however, is how to handle the random draw of plantations. There various things one can do (use the most likely draw, randomly generate several draws, etc.), but they either have bad predictive power or increase computational requirements. The alternative is to design a metric that estimates player position based on current game state rather than playing it all the way through, but that has complications of its own. How much is early gold worth? A trade good monopoly? The same trade good being produced 2 seats to the left or right? I'm currently corresponding with Tony Mitton, the PRE writer, to pursue this line of thought.
Meanwhile, browsing boardgamegeek, I ran across Attack Vector: Tactical, which is the most realistic 3D space combat boardgame ever printed. When I say it borrows the Attitude/Vector Information Display (AVID) from Birds of Prey, you should have an idea of how complicated it is. It has physics up the wazoo, from Newtonian physics for motion (though the angular momentum problem of trying to pivot while rolling is swept under the rug since the rate of pivot in all directions is the same and the computer simply compensates by pivoting around the right axis), realistic estimates for reactor and weapon performance, fuel consumption for accelerating a lighter ship, thermodynamics for heatsinks, crossing vector issues for firing solutions, etc. I'm tempted to buy the game just to read the rulebook. In particular, I'm interested in the fact that mass drivers are not used to damage the enemy, per se: the target can either maneuver away from the slugs or brave them and use lasers as a point defense system. On the one hand, the target has constrained maneuver (and probably heads in the direction the attacker wants) or has to use its lasers (and limited energy) to avoid damage. This leads to some interesting ideas and philosophies for ship design. Very tempted.
However, this game suffers under the same problem: more paperwork than game. Which led me to go back to my space combat game design. Things I have locked in place: the movement system (at least for capital ships), shield bookkeeping, and recording which systems are used/destroyed. I think these mechanisms are pretty elegant and should play quickly. The problem is now nailing down the details and adding chrome (variety of weapons and defences, damage allocation, fighter/bomber/boarding squadrons) without overwhelming the system.
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| Date: | 2006-02-06 16:20 |
| Subject: | To Do List |
| Security: | Public |
- Finish design of Bats and program (with working AI?)
- Research RPG magic systems and create amalgamated system for FUDGE
- Create web-based implementation of Luftschiff
- Battle value optimization for BattleTech
- Finish design for space combat card game
More to come...
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| Date: | 2006-01-02 16:04 |
| Subject: | Civ 4 |
| Security: | Public |
Under no circumstances touch Civ 4 if you value your sanity says the person who's been up for 30 hours and realizes he hasn't eaten in about 15.
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David turned me onto Download This, a column devoted to indie shareware and freeware games. Among those I've found myself addicted to:
Curator Defense. Modern Art is trying to force its way into a museum and you've got to stop it... by setting up gun turrets and railings that hit them as they go past. My current strategy starts with speed turrets, adds upgraded slow signs, a spiralling path of upgrading spiked railings, and then goes for the upgraded splash turrets.
N. Be a ninja: run, jump, and... well, that's about it. Run and jump though puzzle-like levels. The physics and the player control in this game are too sweet for words.
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| Date: | 2005-12-27 22:23 |
| Subject: | About face |
| Security: | Public |
So I've been gaming at Kingdom of Loathing pretty solidly this past couples weeks, playing 5 characters in parallel. I'll probably need to cut back when the semester starts, and I've sorta decided which 2 to keep.
Things started out pretty well, most of characters completing the early quests without too much trouble (except I keep getting beat up by Boss Bat, grrr) and farming the Barrel Full of Barrels for booze. About half a week ago, I hit level 7 with a couple characters and was able to start my own clan. But with the pitiful amount of meat we've collected, it'll be a while before we can buy a meat tree or calendar.
Then Crimbo struck. Actually, Crimbo has been counting down for weeks via the advent calendar. But five days before Christmas, Crimbo Town appeared. And there you can find a drunken Uncle Crimbo and his sweatshop elves on strike. All my characters got to it and started busting heads (meanwhile, the New York MTA strike played out in the background), grabbing the toy parts the elves dropped and giving them to Crimbo to make into toys. Toys that, after Crimbo, will be no longer available and thus become rare and have ridiculous prices in the player marketplace. Bling-bling!
 
Then on Christmas, Jick unveiled another quest: if you found a Unionize the Elves sign, you started attracting Crimbo reindeer enforcers. And you get trophies for beating them. The characters I'm going to keep already have the Friend of Elves trophy for beating 10 reindeer each, but the next trophy is at 100 reindeer, and I only have until 31 December to make it. Furthermore, the only way I know to beat the reindeer is to de-level them with precious Crimbo kites. Then, horror of horrors, today my character who had racked up 30-some reindeer kills yesterday suddenly couldn't click. I must have used about a dozen kites and only gotten a few more notches, and elf-farming from my other 4 characters only netted 11 felt today. I don't think I can make 100 at this rate, so I've diverted my felt into producing doll houses and the collectible tiny plastic figures inside. All those kites wasted...
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Fudge on the Fly: In-game character creation. Adjust number of each skill accordingly. Experience-free Skill Advancement: Alternate experience system. Speed as an Augmenter: Multiple-actions and initiative rules. Building stories on the fly: Recycling old plots into adventures. Active/Reactive Conflict Description: Alternate combat system. May be interesting if decoded, but sounds like it would increase complexity. From Brain to Palm: Portable Gaming Without the Paper Mess: Especially download GM's Second Brain utility to make hypertext notes. Taking All (Fudge) Factors Into Account: Possibly diceless resolution of unopposed actions. Fudge Flatland: Cool setting.
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The game has started. It is t3h h4wt.
Meanwhile, I'm thinking of starting my own strategic game using the army rules found in Cry Havoc!.
In other news, some recent acquisitions: The Complete Adventurer (ninjas and scouts!), The Complete Arcane, and The Complete Divine.
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| Date: | 2005-08-15 12:57 |
| Subject: | Army D&D |
| Security: | Public |
About two weeks back, after I got my first comic strip up, I tried to get back into the swing of gaming. I toyed with Attack Sub a little: 2 Alfa's and 2 Victor III's trying to stop a convoy protected by the HMS Invincible and 3 escorts. One Victor III got an early bead on the convoy, and since the allies couldn't launch their helicopters, forced them to resort to active searches with their ships. With some lucky draws, this spotted the Russian subs, who were caught without the means to reduce detection. So the Victor III kept trying to setup firing conditions on the convoy when one Alfa was sunk. Then the helicopters were launched and started pinging the Ruskies. They located the other Victor III and sunk him too. The first Victor III sank a transport in retaliation, but the Russians were in a bad position, so I stopped the game.
Then I started Wilderness War. Amazing game, and rather a shame I don't play it PBEM. I started solo-ing using the limited intel variant where you only see two cards at a time. The French got Montcalm and some regulars on the first impulse and started to march on Ortega (or whatever it's called). Some provincials, thinking their Breastworks would help them, marched forward to meet them. It at least stalled Montcalm for a while as he had to build a stockade to secure line of retreat and collect irregulars to avoid an ambush. He then beat the provincials back easily and captured the fort, forcing the provincials to retreat to Albany and burn their stockade chain along the way. To balance it out, French-allied indian raiders have had no luck.
There the game got stalled when I downloaded the Down in Flames demo. The AI's can be dumb at times (using an Ace Pilot on an In My Sights 1/1? WTF?!) but it's fun to play an old favorite again.
Then I almost immediately got sucked into the Army D&D game (IC thread, OOC thread). Each player gets forty 28-point buy 1st-level characters (maximum 2 character sheets between them) and one 32-point buy leader. I was too late join the players, so I got recruited to design the opposition. MUHAHA-HAHA-HAHA!!!
First Word Air Goblin Sorcerer 1: One word: Sleep. Against an army of 1st-level PCs. Ispywith Mylittleeye Air Goblin Bard 2: The spy. The PCs are protecting a halfling-populated area, and goblins happily are the same size. Foot Cavalry Goblin Barbarian 1: Goblins who can run 250 ft./round. Or, as I prefer, charge 100 ft., jump a wall, and wail on you with a greataxe.
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I have also "acquired" Unearthed Arcana, 224 pages of variants and house rules for d20. The word "evilgasm" comes to mind.
Plot outline for a d20 campaign is forming. Already have several Scenes/Encounters for Act I and have identified several NPCs.
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I have "acquired" v3.5 DMG, PHB, and MM. I also have the Complete Warrior. Gears are spinning...
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I joined a d20 play-by-post game called Demon Rising. Here's my character: a Gnome Wizard (Illusionist).
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