Speaking with Stoker

I had the pleasure of speaking at a couple World Horror Con panels this weekend, including “Why are So Many Contemporary Vampire Novels Set in the South?” It’s always a pleasure to share the stage with a group of excellent writers, and this one included Naima Haviland, Charlaine Harris (author of the Sookie Stackhouse series), and Dacre Stoker, the great-grandnephew of Bram Stoker himself. Naima has an excellent writeup of the panel here, and it was a pleasure to share ideas with her.

A few of the other areas I enjoyed exploring were:

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TBT: Vague Thoughts on Game Writing from 2012

I posted this in April 2012 on my old blog. Thought I would share it again for Throw-Back Thursday.

We had a good GGDA meeting (okay, party) at Mowgli to celebrate the release of their Songster Facebook game. Fun mix of people – pros, amateurs, students and outsiders; artists, coders, musicians, business folks and writers.

It’s not easy being a writer in the game industry. Everyone feels they can write and, sadly, many games show the result. At HDI we used to joke about programmer voice actors, but the same sad results can happen when a designer tries to be a writer. Trouble is, people who are successful writers outside of games have a hard time making the transition. Too much to unlearn.

At tonight’s meeting we had a good mix of writers, including folks who are making their living at game writing (Derek Koehl with the Writer’s Studio) and folks doing it because it is their passion (Charles Moody with the Grey Backpack). This left me brooding as to what makes for a successful game writer.

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Gaming Fatherhood

Introduction to RPGDad, or All I Need to Know about Fatherhood I Learned from Some Little Tan Books

I have been an employee, boss, student, professor, mentor, mentee and more, but I think little has prepared me for the details of fatherhood as much as has my role as a gamer (maybe that just shows how woefully unprepared for fatherhood I really am). After all, as gamers we constantly contemplate not only the current state of our character, but what got it there and where it is headed next. We learn to make plans and to change them quickly as situations (and GM whims) shift. Gaming encourages us to closely examine the minutiae of life and assess our own role in it.

One of the principles you will find in many games is that early game progression should happen quickly, with characters improving rapidly for the first hour or so of play. This is especially true in MMOs, where the tutorial quests are often designed to get a player through the first 10 levels of development in that hour. The next 10 levels may take several days. The 10 after that may take a week or more, and so on.

Most tabletop roleplaying games do the same. In most Dungeons and Dragons games, characters often reach second level after the first full play session, while it may take dozens to reach the higher levels. Most skill-based systems, like Fading Suns, make it much cheaper to gain basic competency than to become experts.

Many other games take a similar approach, giving the player the basic skills needed quickly (jump, build, attack, etc.) and then requiring much more time to learn the various nuances of those skills. Game designers often illustrate this with a game progression curve, wherein player skills should increase in tandem with the difficulty of the game. In most cases, this curve has its most dramatic growth at the beginning of the game, slowing down over time.

One of the fascinating things about the parenting books I have been reading (“What the Heck were You Expecting?”, “The Baby Owner’s Manual”, “Mr. Spock’s Vulcan Baby Care”, “Drinking Scotch from a Nipple”, etc.), is that their descriptions of childhood development bear a lot of similarity to that curve. I don’t mean that our skills grow in tandem with life’s difficulties (if only!), but that our early development is much more rapid than it is later in life. We go from n0 mobility to walking in less than a year. We go from no more communication than screams to talking in a similar period of time. Our size changes dramatically in our first year, and at a much higher rate than it ever does again (barring Pym Particles).

In many ways, infancy and early childhood has the same primary purposes as RPGs – character growth and development. In the next post, I plan to focus on whether childhood is a level-based or skill-based system. Until then, how do you think your gaming has impacted your real-world character development?

Research Does Not Always Mean Playing Games …

But it usually does. I’ve done a lot of “research” over the years, and much of it translated into actual design theory. However, especially when playing Civilization until 5 in the morning, gaming can be even more fulfilling than research 🙂 However, I think I have learned what I need to from many of the games in my collection, and it is time to rehome them. Before I do so, however, I was going to give friends a chance to grab the ones they want. If you are interested in any of these before I put them on eBay, just comment here.

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Testify! Speaking at Legislative Hearings

Witnesses at Congressional hearings in DC often seem to be spending most of their time listening to Congressmen grandstand rather than actually testifying. I’ve testified four times in the past few months before Georgia legislators, and found the experience very different from the televised spectacles. Perhaps it is because tax issues do not get the same type of attention oil spills or mine accidents garner, or because state legislatures feel more pressure to get things done, but  the representatives and senators before whom I have spoken have been much more interested in fact finding than in pontificating. I’ve broken down the types of questions I receive into four categories – my own legislative inquiry taxonomy – and wondered if anyone could add to them.

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