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Tycho

We were lucky enough to receive copies of Dishonored before release, but I am afraid we may not have been terribly good investments thereof; neither of us were particularly taken with it.  For Gabriel, that’s it.  He’s comfortable having opinions on things.  Apparently every person on Earth loves the game except for the two of us, though, and that has made me incredibly curious.

I don’t doubt for a moment that this is precisely game they intended to make.  Intention isn’t supposed to matter, of course: how one “feels” at any given moment is the sum total of human endeavor, a custom religion, and to deny your primacy in the universe is the Ur-Crime tantamount to suicide.  There is no past, and no future, just momentary stimuli which much be responded to.  But I make things too, on occasion, and so for me there are nested aesthetics here: we have craft, and we have taste.  I can recognize that seawater sorbet is an interesting, intentionally elemental food without wanting to eat it.  And I can see the particular coordinate of Dishonored, and appreciate its pluck and lineage, without especially wanting to go there.

The grab-bag setting really bothered my cohort; I found it charming.  For Gabriel, it never got beyond pastiche.  I chose Jambalaya on purpose: the difference is all in whether you like the flavor.

I found the game incredibly stressful, partly because of its oppressive atmosphere and partly because I felt intensely judged by it when I would fail.  The game’s Chaos System - which tracks the extent to which you are a Goddamned murderer - would seem to imply that there is, in fact, a right way to play it.  Greater Chaos means more rats and guards, among other things, which certainly sounds like more opportunities to fail at ambiguous stealth.  And failing at Stealth means we’re back to the fail/reload loop of old, punctuated by some kind of first person sword thing which doesn’t really have anything going for it.  You’re punished for being punished at that point, double jeopardy, which I think is actually illegal.  It’s giving me magical “points” to spend on “abilities” but I don’t have enough experience to evaluate them.  This is the Old Ways, returned.  I thought I liked the Old Ways, but maybe I just liked liking the Old Ways.  I found this abrupt.

Mark of the Ninja spoiled me for this kind of play, which is sort of rude in retrospect.  Because it is a game about Stealth, it tells me everything I need to know, all the time, without resorting to special vision modes or anything of the kind.  I don’t particularly like the implementation here: because it’s goofy looking, and transparent, and three dimensional, the vision cones (and therefore, the decision matrix) aren’t always clear.  I don’t find that “exciting.”  I don’t need X-Com’s exhaustive percentage breakdowns, but I do want systems that communicate that I’m ensouled in a character that knows how to do their job.

I can’t really lose by playing it again.  If I’m wrong, or maybe just less right than I think, then I’ll get to see more of the world and maybe see the game people are talking about in such reverent tones.  I just read over some official tips on playing it clean that I’ll try to work in.

(CW)TB out.

it’s crossed my mind

Gabe

Yesterday I had the chance to demo my Thornwatch game for some friends from Cryptozoic. In case you don’t know, these are the guys who make the World of Warcraft TCG, our Penny Arcade deck building games and are also responsible for the totally fucking amazing Lookouts comic book. Cryptozoic makes a lot of great games and I figured if I really wanted to know if Thornwatch had potential, I needed to show it to some professional game makers.

To say that I was nervous was an understatement. I ran them all through a simple encounter against some vampires. As I’ve mentioned before Thornwatch is a card based game. Each character has a deck and a hand of cards that they play their powers from. Each card in their deck is associated with a skill type. There are six types of skills in Thornwatch and each character is a combination of two usually. In the Thornwatch the skills are:

SPIRIT
You know the songs and ways of the secret Gods. You have walked alongside the invisible spirits who shape the Eyrewood and you can call upon them to help or harm. You can communicate with the denizens of the wood and sense the motives of beast and human with incredible clarity.

MIND
All your life you have been drawn to the study of books and scrolls. You have cultivated a sharp mind and you wield it like a blade. Ancient Puzzles and devious riddles unravel under your gaze. You are perceptive and mindful of your surroundings and no detail escapes your scrutiny.

STRENGTH
You value physical prowess above all else. You have spent your life pushing yourself to peak condition and it shows. You may carry a sword but your body is the true weapon. Your strength is a tool that you can use to aid your allies or punish and intimidate your enemies.

WILL
You rely on an internal strength that manifests itself as a steadfast determination to succeed. You have pushed yourself the breaking point and then found new reservoirs of power beyond. Your vigilance and discipline in the face of danger makes you an inspiration to your allies on the battlefield.

DEXTERITY
You are nimble and quick. You have astounding control over your own body and you know its capabilities. You recognize that when pushed, it is the hard bow that breaks and so you bend. You are invisible when you wish to be and a master at getting into things and places closed off to others.

VITALITY
You may be beaten and broken but like the great trees of the Eyrewood you have sent your roots deep and so you are not easily felled. You draw on a well of life that grants you a seemingly endless resilience and ability to survive.

When one of these vampires would bite you I would take a random card from your hand and it would act as a buff for that vampire. So for example, when I bit the Fighter I drew a vitality card from his hand and the vampire gained 5 health. I took a dexterity card from the Rogue and now the vampire could move again after it attacked. It was a really fun mechanic and resulted in some great moments at the table. “Please don’t let it bite the fucking wizard!”

Strength: The Vampire’s attacks deal +2 WOUNDS

Vitality: The Vampire gains 5 Health

Spirit: The Vampire’s + to hit is increased by 1

Dexterity: The Vampire may move after their attack

Will:The Vampire’s defense is increased by 1

Mind:The vampire may attack twice per turn

In Thornwatch enemies deal wound cards that get shuffled into your deck and since they cannot be discarded begin to build up in your hand. When a vampire picked a wound card from a player the vampire was healed and the wound card went back to the player.  They could also smell blood so I let them teleport to any player who had a wound in their hand. When a player hit a vampire they could choose to either deal damage or strip off one of the vampire’s buff cards. It made for some fun choices and I could not have been happier with the way they worked.

The guys from Cryptozoic really seemed to enjoy the game and after is was over we had a great talk about the current mechanics and stuff I want to do but have not implemented yet . The main thing is that they thought what I had so far was “awesome” and they want to help me make it even better. So the good news is that this just got a whole lot closer to being something you’ll actually be able to buy in a store!

-Gabe out