And another ‘Story Gauntlet’

Calling it story gauntlet now, over at: http://philosophergamer.blogspot.com/2009/11/gauntlet10.html

The game I made for it now is a short adventure shoot ‘em up! I quite enjoy this one, rather than it being just a quick platformer mock up. Though there’s an easy difficulty cheat code, found at that link, if it’s a bit tough to beat!

Just viewing the other blog helps with page views, which grants a small amount of income simply from the ads being shown to visitors. And if you have any monetized blogs of your own now or in future you would like visits to, I’m really happy to return the favour :)

Oh, also, eggs

The cockatiel we found in the backyard about a year or two ago…well, we were cleaning around the cage and in a nook under the cage (there’s a gap left between it’s base and what it rests on), we found a couple of eggs. So he’s not a he. Just really surprised. She’s abandoned them already, though I remember when she was spending a fair bit of time under the cage.

Just wanted to share that bloggy sort of thing!

Ah ha, I has returns model!

Ah ha!

Okay, so I’ve had an idea! At some point soon I’m going to spin a bit of a yarn, in text, about a world in some sort of strife. Then I will pitch two choices, of which one can be chose and that will influence that worlds future to some degree/will influence the yarn.

Instead of going full blown crpg, I’ve written a small platformer game (mostly modded up the game maker example). At the end of the level is a star that gives a code. The first person who gives the code, gets to make the choice!

“Why?”

Because instead of shooting for fiscal return straight off the bat, with all the workload for a mere chance of return that entails, what I’m going for is simply someone giving the effort of completing the simple platformer. That’s the ‘fee’, so to speak. Or perhaps it’s like bartering – I dunno. But it’s not working for absolutely free, there is a return involved – and that encourages development that moves toward getting more complex gameplay than a simple platformer.

In latter ones I’ll most likely have multiple codes, so as to give more than just the first person to the post the influence. But for now I’m keeping it simple until a return comes in.

Stay tuned for that yarn – I’m pretty sure I have one coming :)

Philosopher gamer, video games, mmorpg, pieces of string

http://philosophergamer.blogspot.com/

Video games, mmorpgs, traditional table top roleplaying, more!

And sorry to regular readers* - I’m trying to direct google to spider into that site – it seems to do it for this blog really quick and it occured to me I’ve only linked to the other blog in edits, which the spider might not pick up on.

Traffic, traffic, traffic! http://philosophergamer.blogspot.com/

I just want it to start showing up! I didn’t even try with this blog and it shows up on google! Crazy!

* Or am I humouring myself in thinking there are? ;)

Oh bother, can’t stick adsense on here, aye?

Darn. Should have guessed.

Anyone got any tips in terms of setting up content and advertising?

Edit: Oh, I started up a ‘monetized’ blog over here:
http://philosophergamer.blogspot.com/

I really like the title, actually – it forced me to make a blog name and I like what I came up with on the spot. Probably suits me quite well.

I’ll probably repeat content from here over there and vise versa.

Imagination addiction?

I was messing around in the runes of magic mmorpg with a new alt. As I often do, I was thinking of how you could make this gameplay engaging instead of alot of waiting and tasks which are about as complex as navigating the web.

And I had this lateral thought that I’m just kind of hooked on this imagined world thing, and I’m going to be hooked either way and I’m just trying to find some difficult gameplay so as to validate the feeding of my addiction. Kind of like if one was addicted to beer, and one started up a micro brewery to sell beers, as a way of validating it when feeding that addiction. It’s constructive, but it’s still just trying to make up for the addiction.

I don’t think that’s a real priority on designing difficult gameplay, upon reflection. It’s not a priority, it’s just doing it to try and make up for something else.

Hmm, I’ve often tried to figure out rules designs that are satisfying. No wonder it was so hard…it’s an addiction, it’s never satisfied. Atleast not for long.

Hmmm.

What if you not only support game design, but got to name the bartender yourself?

Let’s see if I can get this poll thing working.

I’ve been considering how to try and make some coins from kind folk for video game making. I’m thinking a free game (episodically released content), but that’s a little drab by itself.

So I was thinking that people who donate could name NPC’s or taverns, or dark forrests or mountains in the game. Then when the next bit of the game comes out (and any following that reference that NPC or game world part), you’d know you’d decided that.

OR perhaps even new ideas could be suggested along with a donation, then implemented to some degree. I say some degree, because people often have incredibly hard to implement ideas (which seem really simple when they say them).

mmorpg – death penalties

Ever muse about mmorpg design even when you really know it’s pointless to do so?

The death penalty in mmorpgs. Even the apparently wimpy one in world of warcraft – it’s always a fixed penalty. No matter whether you go ten levels without dying, or die ten times in ten minutes, it’s the same. And there’s no tension involved in it at all – if you die, here’s a penalty.

It’s hard to describe – but I think basically the question rises ‘well, what can I do about all the money I lost?’

Do better next time? ‘Next time’ would be a whole new character. Once your characters died/lost X gold, there’s no way to make up for that mistake. Yeah, you’ll earn more gold, but you could always have been able to be X amount of gold ahead than you are, but now aren’t. There’s no game to it – there’s no way of making up for that error and genuinely getting that gold back and being where you were before. And where there’s no game…well, there’s no game.

I had an idea and I realise now it doesn’t fully address that. What it was is fairly simple – each time you collect gold or whatever, a fixed percentage of it gets stored away. Over time, more and more of it gets stored. If you die, you lose all of this!!! Of course at the start, it was zero, but even after you slay your first monster, you now have something to lose.

The big thing is, when you get to a certain amount, ding! You get to keep all of it! And the amount you can lose is reset to zero…until you slay a monster, etc….

This, you can game. You can nurse your way through to a ding. But how traditional mmorpgs are, you can’t nurse your way through – you will eventually die to something and then your always X amount of gold behind. This idea strictly doesn’t solve that – you can die and always be X amount of gold behind. But it does provide something to game, rather than nothing at all except to eventually take the death on the chin again and again.

Finally, some of you might say ‘not dying is the game!’. No, it doesn’t matter how good you are at not dying – you will eventually die and you can’t ‘not die’ so much that you make up for any previous deaths gold loss (unless you can manage it that you never ever die, in which case I grant your point). I’ll put it this way – you are granted the means to lose(dying/gold loss), but you are granted no means to win. There’s no way to make up for losses from death. Imagine a computer game that only ever recorded your losses and never records your wins. Can you imagine the losses slowly but surely stacking up and…well, no wins recorded to balance that out?

I guess you don’t normally see that when you look at your gold amount. But if the death penalty of X gold is supposed to matter, then yes, all your losses do matter and are recorded while at the same time you cannot win to balance that out.

Also I have sleep debt at the moment…so I’m just cutting to the chase.

Collaboration in roleplay

When we collaborate to tell a story it’s good.

So do as I say or your not collaborating.

;)

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