Emotions on the chessboard

Post on 31-Jul-2015

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Transcript of Emotions on the chessboard

Emotions on the

chessboardDesigning a better political

gameby Paweł Jasiński

Identifing the problem● A Stale and tired formula● Locked in time and place● Lack of direction● Not enough tension and suspense● Problems with scale● Dry and unappealing characters

On the shoulders of giantsKeynote:Presented ideas or techniques might not be new; or they might not be a new addition to political games;but it is important to use them knowingly.

Breaking with unity

● Different locations

● Time jumps o flash forwardso flashbacks

● Cut scenes

● Focus sceneso managing

spotlighto monologueso commentary

● Scene structureo changing scenes

drama is life with the boring bits cut out

Structure of the story● Linear storytelling

o Act structure - escalating the conflicto Scripted eventso Fate play

● Branching storytellingo Player choiceo Pivot points

● Marble storytelling

The beginning● Flying start (in media res)

o players in action poseso scripted scenes

● Slow starto eg. dinner, formal introduction, opening

speech● Planning the beginning of each act

The ending● Ending event

o expected or unexpectedo pre-planned or based on in-game decisionso a single event or full epilogue

● Slow endingo Time to wrap things upo Cool down

Dealing with scale● Providing the background

o the event team - players willing to play episodic roles

o players swapping between NPC and PC roles● A setting of isolation and detachment● Board game mechanics● Scaling down

Adding perspective● Adding a narrator or outside

commentaryo emulating mass-media

● Participating audience in a political larp o emulating the electorate

● Showing cause and effecto two linked larps on different power levels

Reinventing the characters● Proper character:

o confrontational (gamist)o believable (simulationist)o with dramatic potential (dramatist)

● Pragmatism is overrated. Emphasise:o Moralityo Emotionso Different POVs (including personal bias)

● Fleshing out characters using cultural references

A Song of Ice and Fire:an example how calculated intrigue is interwovenwith pettiness, vice and lack of judgement.

Iconic characters

Playing to lose

● Redefining winningo setting characters’ priorities

● Enforcing failure with game mechanicso failure triggered by fate play

● The joy of failureo rewarding failure with advancing the story

● Assymetry ≠ imbalance

it was worse than a crime; it was a blunder

Reinventing interaction● Red telephone

o communication bottleneck, indirect communication

● Pass the messageo corruption of communication, information

noise● Fog of war

o obfuscating the actions of others; decisionmaking based on limited information

Reinventing interaction (cont.)

● Internet wallo bulletin board communication; global

announcements● Retconning

o filling in blanks and fleshing out roughly sketched relations

● Liquor on the tableo discreet cues to intensify play

Reinventing interaction (cont.)

● Two-faced politicianso using masks as props

● Shadowso attaching players (in-game or meta-game) as

“advisors” to other characters

Mechanics of interaction● Non-violent conflict resolution

o domination - Ars Ordo● Establishing hierarchy

o contesto voteo bid for areas of influence

● Purchasing favorso social currencyo triggering fate (fate play)

Crossing genres● Action

o simulated violenceo physical challenges

● Mysteryo puzzle or riddle solvingo piecing together the clueso skill challenges

● Horroro power exchange

Working with the players● Co-creation● Workshops● Prologue● Black box (meta-room)

Good luck with your game, and remember:

Think outside the box!