Category Archives: Blogs

Toward a Sustainable Resource Escalation Game

An emerging form of games, born out of Minecraft and Dwarf Fortress, has occupied my thoughts lately. It doesn’t seem to have a name yet; it grew out of some Minecraft mods and had its seminal work in Factorio. It’s a cousin, or even sibling, to the idle/incremental game, but usually looks more like a management or survival sandbox game. You could call it a resource management and automation game, or a factory simulator, but I’ll use the term “resource escalation game,” because its primary features are:

  • resources to collect, usually from a world you must explore
  • crafting of resources into more complex or rich forms
  • structures for automation of the crafting, allowing you to take a higher-level conceptual view where you are concerned with the logistics of automation rather than foraging
  • and an escalation created by those resources, where your initial low-level needs become inconsequential and the pace of progression is governed primarily by what complexity of resources you have instead of a more abstract research system1
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  1. Factorio gates a lot of things behind research, but research is driven by manufactured resources, not the more typical research-over-time approach seen in strategy games.

Your Only True Choice – Complicity in Unavoidable Tragedy

Complicity is the most important distinguishing feature of games.

Other media still requires your interaction. You choose the order in which to experience a series (broadcast or DVD order of Firefly? publication or chronological order of Narnia?), the way in which you experience a painting or sculpture (from a distance? different angles? different lighting?), or how you experience a play (what cast? what seat? do you read it first? do you watch it staged at all?).

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Actual Play Podcasts Do Not Portray Actual Play, Actually

Actual play podcasts are not what the name suggests. They’re a form of podcast that purportedly serializes a recording of a group playing a tabletop roleplaying game. The listener hears the dice rolls, the out-of-character discussions, and the social interaction that surrounds the in-character story being told at the table. The apparent appeal is the fun of hearing the “actual play” occurring when creating an interesting story.

But actual play podcasts are a lie.

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Tabletop Garden: New RPG Podcast

I’ve started a new podcast! It’s called Tabletop Garden, and it’s an “actual play” show where a rotating cast plays tabletop roleplaying games and talks about them.

Tabletop Garden is an actual-play podcast where we collaborate on short, self-contained stories about interesting characters, and we do it with an agenda. Throughout each campaign we discuss values, techniques, and how to play with intention.

Our first pilot campaign uses Mechanical Oryx by Grant Howitt to tell a tale of looming violence in the solarpunk postapocalypse. During each campaign, episodes will release weekly. Check out the show at tabletop.garden.

Punching Nazis Is a Sacred Act

Richard Spencer — a known racist and genocide advocate — got punched on video and publicly humiliated and it was funny and satisfying to watch. It was an effective way to weaken his public platform, both in an immediate sense (it silenced him mid-sentence) and in a long-term sense (he will always be the person with silly music behind videos of him being hurt). This has started a wave of public speech alternately condemning the specific act or advocating for eagerly and proactively punching more Nazis.

While there’s certainly been a range of viewpoints in this discussion, two common ways these ethics are being framed are1: “violence as political action is never acceptable” and “punching Nazis is always great so let’s do more of it.” I disagree with both of these ideas.

Violence is sometimes justified and even necessary. But it is a serious, severe, and indeed sacred act. When you commit violence in the defense of virtue, you are causing a feeling person pain, potentially permanently injuring or killing them, and you are taking the poison of that violence into yourself. It’s a transformative act, a sacrifice, and to take it lightly is not only reckless: it is sacrilege that minimizes that sacrifice.
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  1. along with disingenuous arguments that do things like evoke Martin Luther King without understanding his work or proposing elaborate counterfactuals

Breaking Down at Sex Down South

It’s the sign of a good conference if you’re affected emotionally, but I generally prefer not to end up in tears.

I recently attended Sex Down South, a sex and sexuality conference in Atlanta. It’s a great event featuring sex educators and layfolk discussing sex, advocacy, and relationships in an array of lectures, panels, and workshops. One of the things I love about it is that it explicitly prioritizes the experiences of people of color and queer folk: perspectives that are often overlooked in discussions about sex.

This year’s theme was “The Politics of Pleasure,” and most talks explored that in some way: the idea that how we choose our partners is political, the difficulty of approaching consent around trauma survivors or when exploring complicated kinks, or the process of effective advocacy for healthier sexuality. It was heavy stuff, and by early in the third and final day I was socially exhausted.

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Invisible Design in Picross 3D: Round 2

Why is no one talking about Picross 3D: Round 2?

Picross 3D Round 2 Complete Puzzle

To put it another way, what can I say about Picross 3D: Round 2?

It is an ideal game. It’s not perfect; I could list flaws like the error-prone controls if I were ever inclined to write a review. But as someone who likes to write about games as works of art and craft, it’s almost too ideal to grasp. Like the smooth carved-wood toys you produce when solving puzzles in the game, there are no hard corners or rough spots to get a rhetorical grip on.

The game just follows. It follows from its ruleset and its heritage and the decisions made in its design are all either necessary or arbitrary. The decisions are hard to even notice and games like these receive less attention in the critical space due to this invisible design.

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“The Majesty of Colors” Remastered

Majesty Greenlight PromoBig news! As part of Future Proof Games, I’m remastering my classic Flash art game “The Majesty of Colors” for modern technologies. Instead of Flash, the game will be available natively for Windows, OSX, Linux, iOS, and Android. We’re polishing some rough edges but otherwise staying true to the original.

This feels very odd! “(I Fell in Love With) The Majesty of Colors” is one of the first games I made that got any attention and remains one of my most-recognized games. It can be a bit frustrating sometimes that a game I made almost eight years ago is more familiar to folks than my recent work, but the truth is that “Majesty” is one of my favorite projects I’ve worked on, along with Looming, Ossuary, and Exploit: Zero Day. Out of all my games that are becoming inaccessible due to the fading of Adobe Flash, “Majesty” is the one I most want to preserve.

I’m hoping that there’s an audience for weird little art games in the modern gaming world, especially on Steam. If you think there is, please vote for us on Steam Greenlight.

Otherwise, you can see the trailer and get more information on the official website of “The Majesty of Colors”.

Let me know if you have any questions!

Strange Symmetra: Accretive Design in Overwatch

Symmetra_Overwatch_001Symmetra is the most strangely-designed character in Blizzard’s Overwatch. In a game where most heroes’ roles can be summed up in a few words (“fast flanker,” “mobile area-denial tank,” “AOE healer,” “slowing defender”) and their story concepts naturally arise from their roles (“time-traveling jet pilot,” “leaping electric gorilla,” “portable DJ,” “cute ice Satan”1), Symmetra makes little sense.

She builds many tiny sentries, gives minor shields to allies, builds teleporters, and can attack with either a short-range cumulative auto-aim beam or a slow-moving death orb. This is explained by her being a combination architect and sci-fi construction worker, shaping solid forms out of light. She is the only character with “photonic” technology, and it is not explained how being able to project physical holograms also lets you bend space and time to craft a teleportation portal.

I have no special insight into the Overwatch design process, but I can speculate with some confidence about how it proceeded. Symmetra (and indeed all the heroes) were not designed from the ground up. They were assembled using an accretive process, where abilities were assembled piecemeal and then unified with a story-based concept.
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  1. I find Mei infuriating to play against.