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Sid Meier's rules, as told to Soren Johnson Wednesday, June 24, 2009

Sid Meier's rules for game design are so familiar and wise, they seem like traditional sayings. Most seem intuitive in hindsight, but my favourite still surprises me: "Double it or Cut it by Half," meaning dramatic changes will let you find solutions to your game design problems faster.
         There's a related principle in game design too, granularity: gains in power should come in bursts, rather than an incremental crawl. Your achievements and choices become more dramatic. They matter.

Hi Liz! Wednesday, June 17, 2009

I sometimes encounter people who seem testy over email. But I work in a field of bunnies compared to DC. Skip the summary article and scroll down to the actual emails.

Book Launch 2.0 Friday, June 5, 2009

Not 20 minutes ago I was thinking "man, I should really get back into writing." And now I don't want to!

Problem solved.

Draft One Monday, May 25, 2009

Mystery Man tells of an atrocious first draft with a great destiny, the story of a young man called Annikin Starkiller. Yes, it's Star Wars: draft one. For real.

Elevated Friday, May 15, 2009

This entire mountain flyover, music and lightshow is generated by a procedure encoded in 4 kilobytes. Project home.

Telling More Interesting Lies Friday, May 15, 2009

A gamemaster suggests a better way to handle role-playing challenges, like bluffs, in pen and paper games. Instead of rolling for the end result ("I convince him to let us see the king"), you roll for stepping stones along the way ("I convince him we met at a royal ball last year").
    This feels like the way we handed challenges in our 4E D&D experiment. You didn't roll to survive the wilderness, you described the moment you remembered that certain fungi are edible and the roll determines which way the story goes from there ("...but you forgot they're a purgative in the rainy season").

Don't waste the reader's time with false suspense Thursday, April 9, 2009

Oh no, the Flash only has time to save one of his children! Which one will he choose? Comic writer Mark Waid discusses ways to make cliffhangers interesting when your reader knows you're not going to let the victim die.

Business cards from graphic designers Thursday, April 9, 2009

It's rare for me to need to pass along a business card, but I'd still like to have a small case of luxurious, creamy and understated ones. Of the fifty listed here, I admire Josh Cunningham's lion tamer the most.

The president and American exceptionalism Sunday, April 5, 2009

Imagine you're the American president in 2009 and you're asked if you believe in American exceptionalism. The traps lurking in this question are obvious, but what is the path through?

Slow, Dramatic Clapping Wednesday, April 1, 2009

Penny Arcade brings the Witchalok to D&D 4E. Also, runner up in today's foolish activities is City of Heroes planned new text-based MMO. Bring your Hayes compatible modem.

A slave among the Nootka Tuesday, March 17, 2009

In 1803, nineteen year old metalworker John Jewitt was captured by Maquinna, a Vancouver Island Nuu-chah-nulth (Nootka) chief, whose men killed all but one of Jewitt's shipmates. Maquinna kept Jewitt for his skills and tried to draw him into their culture. He lived with them for two years before escaping.
    This article from The Beaver (which only welcomes search engine and library visitors, hence the roundabout link) is rather genteel. You may want to see the Wikipedia link or Jewitt's own book.

If you're lucky, we'll let you buy our game Saturday, March 7, 2009

To help smooth its growth, the unforgiving online game Darkfall releases copies for sale only once per day at a random time. Would-be players are camping the online store, waiting for the loot to respawn.

The Icelandic Collapse Thursday, March 5, 2009

Wondering what happened in Iceland? "You have a dog, and I have a cat. We agree that they are each worth a billion dollars. You sell me the dog for a billion, and I sell you the cat for a billion. Now we are no longer pet owners, but Icelandic banks, with a billion dollars in new assets."
    I must admit, I'm baffled as to how a country whose economy has collapsed still seems as expensive as ever to visit. The luxury hotel mentioned in the article is asking USD$400/night.

Fighting is bad Saturday, February 21, 2009

Now that Anna's older, many friends ask for parenting tips.

Elmore Leonard's ten rules on writing Friday, February 20, 2009

Leonard, who ought to know, offers advice on writing lean fiction. "Number 1: Never open a book with weather." I'm astonished that I haven't posted this article before. It just surfaced like an old artillery shell in my mail archives. His canny publisher also managed to make the 10 rules into a book.

Do this one on spec: MMO Community Enhancement Friday, February 20, 2009

Trenton Kennedy is an undergrad who wants to be a computer game designer, so he wrote a long report about the state of community management in online games, spiced with his suggestions.
     You used to hear you couldn't get a job without experience or experience without a job, but web publishing has cut a hole through the paradox by letting you build a reputation and demonstrate your skills and commitment without a job. In fact, I find it hard to imagine breaking into a field now without personal projects like this one under your belt.

A Valentine's Day Card to the Media Companies Thursday, February 19, 2009

"You have to stop being scared that I'm going to steal your content, because I'm already stealing your content."

Pride and Predator Tuesday, February 17, 2009

"Brooding aristocrats encounter a brutal alien that lands in 1800s-era Britain." Oh you're just mad you didn't think of it.

'Four Fuji apples in a plastic box' Friday, February 13, 2009

We don't even have Trader Joe's here, yet this video makes me miss them. Market on Yates is close. What I like about this fan commercial is that it recognizes that things we love also drive us crazy sometimes. And that's part of the love too.

War makes thieves and peace hangs them. Wednesday, February 11, 2009

"More on that from the Law and Order team..." In these times of corporate malfeasance and economic uncertainty, it's gratifying to see a government provide a detailed and transparent account of wrongdoing, the effect on the economy, and the punishment that will fall on the wicked. Unfortunately, the economy is not ours, but is one based on the mining of fictional moons.

Princes of the Universe Monday, February 2, 2009

We're the Princes of the Universe

The Globe wishes it was still an undergrad Wednesday, January 28, 2009

I'm not sure how the Globe and Mail ended up being a Canada-wide version of the Queen's Journal, but there always seems to be something about my old school in there.
     I was amused to see that the top online story in the National section today was "Woolf named Queen's new principal. The historian is currently the dean of arts at the University of Alberta." I'm sure people from St. John's to Tofino are grabbing their papers and shouting "honey, you won't believe the news!" Maybe if it were an actual wolf.

Epic Solitaire Notepad Adventures Tuesday, January 27, 2009

Scott Slomiany, creator of PocketCiv, is working on new solo game where an adventurer's lifelong arc of quests, exploration and battles is generated out of 20 cards. The key idea is that the player is guided to create the world as he or she plays.
    You wouldn't think it mattered, but part of what I love about ENSA is that one of the jobs shifted to the player is picking names. As you play, you need to name locales, creatures and creature types, guided only by a starting letter. Your first kingdom may be known as Avalon, Appleton or Awesomevania, as you see fit. Your enemies may be divided into categories such as albino, undead, tricksy, and those that at a distance resemble flies
    One insight Scott mentions in passing is that the increasing dangerousness of monsters in the world represents a ticking clock against which your own gains will be measured. Difficulty scaling presents a key design challenge for RPG games--Oblivion bungled it--and seeing rising evil as a clock is a smart way to look at it. This approach works best for short games where losing to the clock doesn't cost you a month's playtime.

Previously on Mooselessness Tuesday, January 27, 2009

Over a year's worth of posts on one modest page. I explored gaming again, looking at the new 4th edition D&D, PocketCiv, MMO sites, Dwarf Fortress and more. I also discovered Freewaregenius and Kate Beaton. Or visit the full archives which reach back to 1999.



Mooselessness is written by Tim Mitchell of British Columbia, Canada.