Posts Tagged ‘my games’
Monday, May 21st, 2012
I’ve found myself longing to play in a Live-Action Roleplaying Game that focuses on courtly intrigue. What I mean by this is the social sparring, witty repartee, and backroom dealing that happens among aristocrats in the movie Ridicule or among university professors jockeying for tenure. I’ve experienced some of this when playing Vampire: The Requiem using the Mind’s Eye Theatre rules, but that game has a major problem for me. Characters can kill each other with strange powers, so someone playing the political game has to also worry that the person they’re verbally sparring with can decapitate them with a swipe.
I’m working on the rules, but I want to design in the open so that I can get feedback and suggestions. Here are my base concepts for the game:
- This will be a LARP in the American Theatrical style. No foam weapons, and the game runs similarly to a tabletop roleplaying game.
- Sessions take approximately four hours and can be linked into an ongoing game.
- The game can be played with minimal intervention from a Game Master, although an organizer may help with bookkeeping.
- The game can be played while standing and moving around, with limited interference from out-of-character mechanics.
- Direct combat is not useful. Any victories or defeats will happen through social interaction.
- Special in-character skills or abilities may help a character, but they will not take the place of social intrigue.
- While a player’s strategy and charisma will be helpful, a player lacking social skills or cleverness can still have fun and influence things.
My idea so far is a combination of concepts from the card game Whist, the TV show Survivor, and the mancala game Oware.
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Tags: intrigue, LARP, my games, open design
Posted in Blogs, Roleplaying | 9 Comments »
Tuesday, May 8th, 2012
For some time now I’ve been working on a project called Namatjira. It’s a game that Melissa Avery-Weir and I have been designing and working on for years now, but we’ve only recently gotten serious about it. The following shots are pre-alpha; the final product may look different.

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Tags: my games, namatjira
Posted in Blogs, Digital Games | 10 Comments »
Monday, September 12th, 2011
B.A. Campbell has written a very detailed look at some of my games over at Innsmouth Free Press, a micro-publisher that deals in horror and dark fiction. The piece is critical and flattering.
If Babies Dream was, alchemically-speaking, a chunk of carbon, Looming is Weir’s lapis noster. Visually, it is perhaps the simplest of his achievements… Oddly enough, the monotony of the presentation, alongside the soundtrack of howling winds and weird, croaking wildlife, helps to evoke exactly the sense of loneliness and isolation that the name of this realm, “Looming,” suggests. And with no fancy textures to distract the eye, Looming’s colossal broken gears and Apatosaurus-sized rib bones can’t help but arouse a fundamental awe… and fear.
I recommend you check it out.
Tags: babies, looming, majesty, mold, my games
Posted in Blogs, Digital Games | 4 Comments »
Friday, March 25th, 2011
My latest game, Beneath the Waves, is up at Armor Games. Beneath the Waves is a game about love, duty, and the hazards of the sea.
I loved you once, split-toed dirt-swimmer. These idols are the bones of wonders. Why should the sun claim the land any more than the sea?
Play Beneath the Waves at Armor Games.
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Tags: beneath, games releases, my games
Posted in Digital Games, Games Releases, News | 28 Comments »
Tuesday, March 8th, 2011
A fragment from an imaginary walkthrough to my current work-in-progress, “Ossuary:”
2. Fortitude
2.1: Joining the Knights of the Five-Sided Temple
In order to gain access to the temple, you will need to get past the outer gate. Speak to the outer gatekeeper and tell him you are a FRIEND. He will let you through.
Speak to the Recruitment Officer in the western tower and ask him about himself (“ABOUT YOU”). He will mention that he doesn’t want to be greedy about getting a better position. Sounds like a way in, but we’re not yet corrupted by Greed.
Speak to the inner gatekeeper. He doesn’t want to let you in, but it sounds like he’s a bit overworked. Corrupt him with the sin of Sloth. He’ll sit down to rest and let you in.
Speak to the Lieutenant on the west side of the keep. He’ll say he’s happy, but keep asking him “REALLY?” until he confesses that he wants the commander’s position. You’re now corrupted with the sin of Greed. Go back to the Recruitment Officer and corrupt him with Greed. He’ll admit that he’s always wanted to be a drill sergeant, and ask you to speak with the commander on his behalf.
The commander is in the center of the south wall of the keep. Talk to him about the RECRUITER, and he’ll ask that you check with the Temple Clerk about the recruiter’s experience. Go to the Temple Clerk and talk to him. He sure doesn’t seem to appreciate the effort that the Recruitment Officer puts in! If only you had a sin that made people understand the viewpoints of others.
Corrupt the Temple Clerk with the sin of Envy. He’ll admit that he’s envious of the Recruitment Officer’s experience in his job, and that he deserves a promotion. Inform the Commander, who will ask you to inform the Recruitment Officer. Return to him, and he’ll enlist you as his final act in his old job.
What do you think? Too convoluted? Not convoluted enough? Any suggestions?
Tags: feedback, my games, ossuary, previews, walkthroughs
Posted in Blogs, Digital Games | 10 Comments »
Thursday, February 10th, 2011
I’ve just released “A Ride Home.” “A Ride Home” is a game about patience, futility, and walking. It’s my first finished experiment with Unity.
Morning again. Time to check the beacon.
You can play “A Ride Home” at Kongregate. Give it a rating if you like it!
3D is an interesting tool to work with. Unity is an amazing tool and its free version is totally worth checking out for anyone interested in dipping their toes into 3D. EDIT: This game was made entirely with the free version, along with free tools like Blender, GIMP, and Audacity.
Tags: 3d, aridehome, my games
Posted in Digital Games, Games Releases, News | 14 Comments »
Tuesday, December 7th, 2010
“The most unsettling thing about it,” said Monaco, “is that if you have Eidos simulate our own world, it means it’s simulating another Eidos. It doesn’t take much thought to realize that there is an endless chain of nearly-identical Eidos-frames, stretching into infinity. The chances that we are in the original, ‘real’ frame are infinitesimal. We have simulated ourselves into fictionality.”
Tags: my games, wip
Posted in Blogs | 3 Comments »
Saturday, October 16th, 2010
Adobe recently resurrected their Packager for iPhone, which takes a Flash or Air program and turns it into an iPhone app. I’ve been trying it out by converting an old game of mine. I’ve made progress, but I’ve had some struggles.
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Tags: air, as3, debugging, fdb, flash, iphone, my games, programming
Posted in Blogs, Digital Games | 1 Comment »
Monday, September 27th, 2010

I just released “The Day” on ArmorGames.com. It’s a game about birthdays, trading cards, and war.
It’s Tia’s birthday, and she’s looking forward to beating all of her friends with the new card her dad gave her! Beat the other kids by choosing the right cards, and earn more cards until you’re the best of them all!
And don’t go into the woods, or the guards will kill you.
The game is an experiment in orthogonal goals.
Play “The Day” at Armor Games.
Tags: goals, my games, theday
Posted in Digital Games, Games Releases, News | 40 Comments »
Wednesday, July 14th, 2010

I’ve finished up a little game that’s partially a test for a conversation engine I cooked up. It’s called “Narthex.”
After a long journey, you will reach the Narthex, the waiting place before the oracle. There you must wait until your time. Then you will be given the answer to a single question. This game has two endings. The second is not worth getting.
Play “Narthex” at Ludus Novus.
Tags: choice, my games, narthex
Posted in Digital Games, Games Releases, News | 22 Comments »