Crafting VR Multiplayer in Star Trek: Bridge Crew
Posted by Rampant Coyote on June 6, 2017
I love cooperative multiplayer games. That said, I often avoid them, simply because I have such a weird schedule and got burned out trying to coordinate times with friends back when I was doing the MMO thing, and had too many bad experiences with pick-up groups. However, it still fascinates me. Especially as a game developer […]
Filed Under: Design - Comments: Read the First Comment
RPG Design: Being the Bad Guy
Posted by Rampant Coyote on May 25, 2017
When Tyranny was announced, I wasn’t interested. I’m still not. As much as I want to play all the games, my cup is definitely overflowing right now, and the concept didn’t thrill me. Actually, it left me cold. It seems I wasn’t the only one. Rock Paper Shotgun: The Fall of Tyranny This is me: […]
Filed Under: Design, Writing - Comments: 2 Comments to Read
PC Game Development Rulebook Rule Violation #7
Posted by Rampant Coyote on May 3, 2017
There ought to be Okay, here’s one for the PC Game Development rulebook (Which isn’t really a thing, but it ought to be. Let’s get that going): Rule #7: Thou shalt not take input from the game input device without authorization! Meaning: Just because there’s a device (or especially a virtual device) is plugged into the […]
Filed Under: Design - Comments: 5 Comments to Read
Simpler Dungeon Design: Consider the Antagonists
Posted by Rampant Coyote on April 17, 2017
Jeffro (of Appendix N fame) has a suggestion for easier dungeon design for old-school style dungeon delving. DUNGEON DESIGN: Start with the Wandering Monsters In some ways, what he’s really working through is encounter design. This was a bit of an emphasis in the late 3rd edition and 4th edition D&D dungeon design style of […]
Filed Under: Design, Dice & Paper - Comments: 3 Comments to Read
Appendix N – Breaking the Old-School Fantasy Game Code
Posted by Rampant Coyote on March 14, 2017
For the Frayed Knights games, I really wanted to capture the old-school spirit of not just computer RPGs, but also the style of tabletop D&D games I remember playing and envisioning as a kid. Things were different back then. If you read the old modules (both by TSR and third-party publishers), the original rulebooks from […]
Filed Under: Books, Design, Impressions - Comments: 7 Comments to Read
Guido Henkel on a New / Old Way To Design RPGs
Posted by Rampant Coyote on February 20, 2017
Guido Henkel, designer of the original Realms of Arkania CRPG series and producer of the critically acclaimed cult favorite Planescape: Torment, has put together a list of things modern RPGs are getting wrong… and how they ought to be able to get things right. The thing is… not a whole lot of what he’s saying […]
Filed Under: Design - Comments: Read the First Comment
Josh Sawyer Interview at RPG Codex
Posted by Rampant Coyote on December 30, 2016
If you are interested in understanding the mind of a professional, veteran computer RPG developer, you should head over to RPG Codex and check out this fantastic interview with Josh Sawyer. It’s lengthy, and well worth it if you are at all interested in the nuts and bolts that go into making a commercial-quality computer […]
Filed Under: Design - Comments: 3 Comments to Read
Adapting Advanced Dungeons & Dragons to the computer in the Gold Box era.
Posted by Rampant Coyote on November 3, 2016
These articles (I’m late linking to them) are about the “Gold Box” official adaptation of Advanced Dungeons & Dragons to computers. While they are officially entitled, “Why the Economy Sucks in SSI’s Gold Box Games,” they mostly talk about how the dice & paper evolved and how SSI adapted it – and the compromises they had […]
Filed Under: Design - Comments: Read the First Comment
Mapping my Own Creative Process – How I (Don’t) Work
Posted by Rampant Coyote on October 17, 2016
I think I’ve discovered something about how my brain works. I don’t know if it’s cool or stupid, or just plain weird. All three, probably. Except cool. Maybe it’s cool that I’m finally figuring it out, and now I just need to know how to adapt to it. I’ve been Game Mastering RPGs for local […]
Filed Under: Design, Dice & Paper, Game Development, Writing - Comments: 5 Comments to Read
No Man’s Sky – Suggestions
Posted by Rampant Coyote on September 22, 2016
It’s been a month since the overhyped procedural universe game No Man’s Sky was released, to the disappointment of many. I’m not going to comment on what was done right or wrong here in managing expectations. I’m still playing. It’s an easy, go-to game to jump in and play for a few minutes (which usually stretches […]
Filed Under: Design, Impressions - Comments: 4 Comments to Read
A Bag of Blocks – Tips for Generating Quality Procedural Content
Posted by Rampant Coyote on August 9, 2016
I guess my very first experience with “procedural content” – at least the one that stuck in my memory – was Appendix C of the 1st edition Advanced Dungeons & Dragons Dungeon Master’s Guide. Starting with an entrance template, you randomly rolled up to see what lay beyond every open section of the dungeon, and […]
Filed Under: Design - Comments: Read the First Comment
Game Design: Chrono Trigger’s Design Secrets
Posted by Rampant Coyote on July 27, 2016
Even if you aren’t a fan of classic JRPGs, this article provides some valuable insight into the design elements that went into Chrono Trigger, and made it stand out as a classic more than twenty years after its release. While the approaches they chose aren’t universally applicable, it does demonstrate how some very conscious, careful […]
Filed Under: Design - Comments: 3 Comments to Read
At What Cost Survival?
Posted by Rampant Coyote on July 25, 2016
Okay, depending on the game, I like survival mechanics. It’s a not-insignificant part of why I love the Ultima Underworld series so much. Maybe there’s an effective Maslow’s Hierarchy for RPGs or something, but having that base level struggle, particularly at the beginning, can be pretty fun. It’s becoming more common lately. I think this […]
Filed Under: Design - Comments: Comments are off for this article
Games vs. Stories, Revisited
Posted by Rampant Coyote on July 21, 2016
I have often posited that you can have a great game, or a great story, but not both. Having spent some time improving (well, reducing the suck level of) my fiction-writing chops, I think I’m ready to offer a more informed opinion: You can have a great game, or a great story, but not both. […]
Filed Under: Design, Writing - Comments: 5 Comments to Read
Create Something New
Posted by Rampant Coyote on April 5, 2016
Dave Farland, fantasy author, writes about “Dream Making.” This hit home: “But several times in the past few weeks, I’ve heard people describe the basic ideas for their novels, and felt that the basic concept was so weak, that I had to wonder, “Why would you write that one?” In each case, I was talking […]
Filed Under: Design, Writing - Comments: 3 Comments to Read
RPG Design: There’s a Reaper in the Basement
Posted by Rampant Coyote on February 23, 2016
Lord British has a very powerful Reaper in his basement in Ultima Underworld II: Labyrinth of Souls. This is a problem. But maybe not in the way you expect. It’s extremely hard to defeat, but not impossible. Therein lies the rub. If it was “level appropriate,” it would be just another combat encounter. If it was […]
Filed Under: Design - Comments: 2 Comments to Read