• News 21.06.2009 No Comments

    It is the most anticipated game concert event for me – Video Games Live. It started in 2005 and began to tour the various states in USA, and it was a matter of time before it came to Singapore too on 19th July 2009. Recently, for this country with the nickname of “the little red dot”, there has been a series of concerts – PLAY, one for Final Fantasy and some time back, the Eminence Ensemble performed at the Victoria Concert Hall. So how does the legendary VGL @ Singapore matches up?

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  • This entry is part 5 of 8 in the series Meta Plots

    Why does the Meta Plot exists? It is a question asked by all sort of games – computer and pen and paper role-playing games. The strange thing though, from my understanding, board games always have a Meta Plot. So let’s start by looking at that.

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  • This entry is part 3 of 8 in the series Meta Plots

    On RPG.NET, I come across some posts which show hatred for the meta-plot; I also come across sentiments which goes “Ahh, this is just like every-other-game-out-there, I’m not buying it unless the setting is absolutely awe-inspiring or something”. Settings, background materials and even something like a sequence of events is the Meta Plot. It’s a bit like brainwashing, really; if you subscribe to a game’s meta-plot, I realise, sometimes you just follow along with it with your behaviours influenced by it.

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  • This entry is part 1 of 8 in the series Meta Plots

    I sometimes think there is this approach to the game design. It goes basically as “right, we have this technology, and I have a genre in mind. Let push a product out!”. The “technology” here could be a cutting-edge game engine, a universal role-playing system like D20, a particular form of genre (say MMO or RTS) or a sparkling brand new next-gen console.

    Then there is this other approach. “We have this inspiration, let see what is the best way to present it as a game”, or sometimes “With this genre, and with this inspiration, let see what is the best approach for this game”.

    I come to see the “inspiration” as the Meta Plot. In “plain speech”, the Meta Plot is the Plot of the Plot for the game. It’s like the horror of the Warp for Warhammer 40K, the Melkor-Eru conflict in Lord of the Rings, or something as down to earth as World War II. Sometimes, a technique to skin your game and to come up with game mechanics is to use a Meta Plot as an inspiration.

    Not all Games without Meta Plot are Badly Designed

    Before going on, I have to emphasis one thing – games without a Meta Plot as inspiration driving their design are not automatically badly designed. For instance, Super Mario Brothers lack a Meta Plot in a grand sense of thing, nor is there one for Tetris, or I suspect for Final Fantasy I (the Final Fantasy games franchise is an interesting case study of “We have these cool mechanics; the plot and story is a seperate deal!”

    The point is that a Meta Plot can be the inspiration for game mechanics and game design. Its influence can trinke all the way up to User Interface Design, quest designs, music, gameplay elements and even marketing/packaging. Could it? Let’s see.

    Meta Plot and the Pen and Paper Continuum

    Let begin with the pen and paper RPG world first. I have been gearing up to run Nobilis, in which each player represents an “avatar” of a concept on Earth, be it horses, communication, reading, katanas or even just blankets. The game is thick with Meta Plot – and the Plot is basically that Destroyers from Beyond Creation have come to erase out all Creation, and that includes the foundational concepts such as nature, animals, war and everything else. This Meta Plot supports the diceless game mechanics. Characters are assured of their success in any task unless opposed. This is a different take from most pen and paper RPGs which require you to make a roll to see if you succeed or fail at a challenging task.

    The Meta Plot may inspire the game mechanic or the other way round, but I personally think that one thing is for sure – the Meta Plot and the game mechanics (and other design elements) must be in harmony. A big complaint of Exalted is that you never feel like the supernatural heroes which all the “fluff” (or backstory Meta Plot) makes you out to be. Or that Call of Cthlhu D20 is not as grim as its Basic Roleplaying incarnation because D20 (a generic “RPG engine” spined off from D&D 3.5) tend to gears toward heroic role-playing and characters created with the system starts out as better combatants.

    Spirit of the Century, emulating pulp fiction, use the Fate 3.0 rules to allow players to create larger-than-life characters for their first adventure. We are talking stuff like Nobel prize winning scientist, ace pilot who has flew countless sorties or even a trained and skilled deadly martial artist who can floor a dozen. In fact, there is a complaint that characters in Spirit of the Century are virtually invincible, but hey, it fits the tone of the pulp fiction.

    Don’t Rest your Head seems to follow “Meta Plot influences Game Design” pattern. You play as an insomniac who has been “Awakend”, granting you special abilities. However, you are also sucked into the City Awaken, a dimenison removed from normal world and is something out from a nightmare. There are rules for being exhausted – when you get more and more exhausted, you perform better and kick more ass, but there’s also a chance that you can get even more exhausted. That sounds like a good deal, except that when you are exhausted beyond a limit, you sleep and become a normal human being again, and you attract the attention of monsters who can’t wait to feast upon your helpeless body.

    If we instead try to shoehorn this idea into, say D20 and GURPs, it will still work, but the mechanics presented in Don’t Rest your Head has the elements of exhaustion built right into its mechanics – you roll a number of D6 equal to your Exhaustion each time, with a 5 or 6 counting as a success. But if the higher dice roll is an Exhaustion dice, you gain 1 more point of Exhaustion (basically, there are other type of dice rolled at the same time, such as Discipline and Madness). Using another system to emulate this would be contrived.

    Right, I think this article is kind of getting lengthy, and there is still a real life Flu I have to fight off. So I will just end with a “To be Continued…” here. Next up, I will pen (type?) down my thoughts on the Meta Plot and its drwbacks and how it fits into computer and board games.

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  • Eve Online has it. Erepublik revolves around it. Darkfall gives freeform PVP and leaves enforcement largely to the players, instead of implementing it in game. Or you include other forms of conflict, such as heists, pick-pocketing, assassinations, as suggested by this Massively Online article “You don’t need PvP to be Successsful, Honest”

    Having the power to vote your own party members, such as the virtual democracies in Eve Online, sounds very enticing. Allowing players to take the law into their hand in a free-form games sound fun. Instead of “you cannot be a bad guy”, it becomes “you can be a bad guy until other players stop you”.

    Yet, including social mechanics like these introduce changes to the game’s challenge.

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  • Romance of the Three Kingdoms is one of my favourite fiction of all time, and has been adapted to countless games (mostly Chinese) and one over-the-top fighting series (Dynasty Warriors, by KOEI). I usually rolled my eyes at manga and comic adaptations of Three Kingdoms, but there’s finally one that sets the standard – the Ravages of Time, or 火凤燎原. In fact, I have been wanting to write a RPG supplement for it for a long time, but who would play it? (Hint: I am writing about it because it is available, sort of, in English. Read below)

    The best stuff about it is that there is no magic, no immortals, no Zhuge Liangs throwing laser beams or nonsense like that. Nor is it a stiff and boring re-accounting from the novels. The characters from the original novels are portrayed as larger than life, but not ridiculously over the top. The characters are memorable, the stratagems are superb, the atmosphere is authentic and the fight scenes exciting without being like Dragon Balls.

    Where to start? You can begin by heading over to a fan scanlation of the series (and seeing that it is a Hong Kong comic series, not Japanese, I doubt it would ever be translated to English proper). Here are some reasons why I follow the series and is such a big fan. Hopefully more people would get to know this work and perhaps even role-play in it!

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  • I love to present a challenge, I also love to tell a story. My motivation for running games and being the perpetual GameMaster may be because I find it fun to see other people having fun. But at the same time, I want to have my fun too. So how do I get what I want by running games?

    By running a terrific atmospheric game where players get to shine. To get players to shine, the opposition must put a good fight. I want to see what my players would do when hard-pressed and I am anticipating what sort of tricks they would pull. Sometimes what they do make me sigh, sometimes they make me laugh, but most of the times, they astound me. That is where my fun come from.

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