Today is the last day of the Norwich Game Festival. It's completely free and you don't need tickets, just drop in.
And just when you think you've had your fill of good news today, I'll be speaking at said Festival at 2pm at the main atrium of The Forum. I'm giving a talk supposedly on the making of War on Terror, the boardgame, but I can't guarantee to be that coherent.
Also we may have some games to sell and since they're getting a bit thin on the ground, it might be your last chance to nab one.
Go on, bunk off work/ school. You never do anything productive/learn anything anyway.
Posted by Andy S on 15 April 2014 - 1 comment
Comments so far:
- Sound great :)niks from London - 21 May 2014
Hello! Yes we're back - not that you noticed. Did we receive a single email of concern at our absence? Just one enquiry after our well-being? Had we slipped and fallen awkwardly? Had some wild animal escaped and prevented us from getting to our keyboards? Who knows, because no one asked. You unfeeling wretches.
Don't feel bad though, you can make it up to us by downloading the War on Terror app. It's actually been 2 years since this came out and that means that the licence for Jarvis Cocker's magnificent 'Cunts Are Still Running The World' is going to expire in under a month. So if you want the original version with Cocker's best-penned song to play you out, you better grab it now before it disappears.
If you've already got the app, first of all thanks and second, we know what you're going to ask - what's with multiplayer? Well it's not dead, that's the good news. But it's also hard to say when (or if) it will ever transpire now that our developer is in another country. But it's something that everyone involved in the project wants to see, so you never know.
Anyway there's lots to catch up on. What have you been doing? Summer was good, wasn't it? Edward Snowden leaked a massive surveillance programme by the CIA. We almost went to war with Syria! Malala Yousafzai spoke at the UN. Miley Cyrus licked a hammer. It was all happening.
Meanwhile down in the TBG bunker we've had some big decisions to make. We'll write it up fully in another post as it may be useful to others at a similar juncture but essentially we worked out we'd be better off selling fewer games. So there'll be no more large print runs and no more large-scale games with balaclavas (sorry). What we're working on next is a small-scale card-based game that we'll be putting out as a limited run hopefully early next year.
More on that to come and other news too, but for now, go get the game. Go! Even if you don't have an i-thing, just randomly click buttons until you've managed to give us 69p. Thank you.
Posted by TerrorBull Games on 5 December 2013 - 6 comments
Comments so far:
- Android...android? ;-)Andy from Germany - 5 December 2013
- Android, PLEASE!!!MDC from Ohio - 31 December 2013
- I have the board game and the app for IOS. I think you should create one for android and Windows 8 RT, Pretty please? or you will DIE infidels!Oliver from Chicago - 14 February 2014
- It appears that our lives are in danger unless we do an Android version of the WoT app. So while I've personally been motivated to work on this project for far less, I have to say we're rather dependent upon our lovely (but incredibly in demand) developer. But I have to be honest and say we're not pushing him either, it's one of those hard things to assign time to - we want to do it, but not nearly as much as we want to do new things. Such are the annoying pressures of time and money ...TerrorBull Games - 17 February 2014
- I have both your games, but I'm wondering, what are you up to now?Adil from NJ/CA - 27 March 2014
- I want to get the App for the War on Terror Boardgame. Is it still available. Can someone please email me on firstname.lastname@example.org. Thanks PS. It's obvious the Baby Sloth would come in very closely behind Tony Blair. Just look at the face on it. ;-)Robert Skillin from Australia - 11 April 2014
This is part of a series. You can read the previous entry here: Game development blog no.5
It's been a long, long while since we wrote a blog. A mixture of 'real life' intruding and keeping us both busy on other projects and also a lack of anything devastatingly new to report has kept us quiet, but we're back!
There's so much to write about and catch up on: the death of Thatcher, Chavez, Obama's ever-murkier drone war and the "Kissinger" wikileaks. But first let's get the boring stuff out of the way: game development update ahoy!
Kleptocracy is still bubbling under. It's not dead by any stretch, but it is a big project. Recently I've headed back to doing more research on the subject of corruption - there's something fascinating about how corruption takes root and self-propagates (and is then really difficult to get rid off). I desperately want this insidious root-taking to be an organic part of the game, but without understanding the causes better, that's never going to happen.
Meanwhile we've been steadily (and very gradually) testing and improving Drunk Prophet. Living up to its name, it's a remarkably suitable end-of-evening game for our Tuesday testing group before we get chucked out of the pub. What's interesting is that despite my desires to make the game a little more intellectually rewarding - a bit more meaningful - it's the simplest version of the game that keeps prevailing.
How to play Drunk Prophet
So here's how it plays currently: There are six decks of cards. This is the drunk prophet. The game takes place in ten rounds as the drunk prophet issues ten commandments. The topmost card is revealed from each deck in order, forming a (frequently confused) decree. All players have a hand of "theme cards". These themes are things like 'forgiveness', 'atonement', 'temptation' etc. Everyone holds the same themes and players have a short time to select a theme that they believe will represent a unique reading of the Drunk Prophet's words, but still relevant enough that it can be expanded upon. Everyone reveals their selected theme. All unique readings then get a chance to talk for 30 seconds, explaining and interpreting the Drunk Prophet's words with regard to their chosen theme. All non-playing players (those that didn't manage to select a unique theme) then vote on which disciple delivered the most compelling reading. Repeat ten times. That's it.
Can nonsense political arguments be made sense of and discussed quite normally? For me, the game has two high points: realising that anything can be interpreted is both funny and instructive. You really get a sense that authority and profundity comes not from meaning, but from context. If you read these phrases in the Bible, it's monumentally different to if you scribbled it down drunk. But the most surprising moments come when Drunk Prophet comes up with something unusually cogent and germain. I think we've encountered everything from the horrific to the genuinely thought-provoking and even the occasional moment of profundity.
Introducing ... Drunk President
On a whim, I reprogrammed my Drunk Prophet generator (yep, I've made such a thing - maybe a future app? (joking)) with a load of stock political buzz-words for the purposes of seeing if "Drunk President" was worth pursuing. Don't worry, this isn't the start of a pointless "Drunk ..." empire, there's a reason for this...
Politics was actually the original context for this whole mechanic - seeing if nonsense political arguments could be made sense of and discussed quite normally. The original goal for Drunk Prophet was something much more Orwellian - examining the potential for language to make the abnormal normal.
I decided to change the gameplay slightly: Players take it in turns to be the beleagured Press Secretary to the Drunk President. They unveil the nonsense policy and are then quizzed on this by the other players acting as the press corps. One player sits out each round and acts as the general public, allocating points to whoever they feel has swayed their opinion.
It's more raucus than Drunk Prophet - much more of a free-for-all - and it requires greater commitment. You need to embrace the role far more and perhaps it's also a little more demanding. I feel the people enjoying it most would need at least a vague knowledge of current affairs. But this is only off the back of one playtest.
Anyway, the first outing was remarkably successul. Almost depressingly so. I've strived so long for the sort of reaction the "Drunk ... " games have got - and yet to achieve it with a slightly cheap language trick is both a little frustrating and comically inevitable.
We've started work on producing some prototypes of Drunk Prophet for beta testing. This means we're fairly serious about making it. So if you'd like to help us improve and test it, get in touch and we'll start co-ordinating stuff over the next few weeks.
Posted by Andy S on 14 April 2013 - 2 comments
Comments so far:
- Wow, the "Drunk President" sounds great can't wait to purchase it!Zach Berly from North Carolina USA - 21 April 2013
- Thanks for sharing such valuable information. Keep posting such great info for us thanks! r4 3dsr4 3ds from Paris - 3 December 2013
This is part of a series. You can read the previous entry here: Game development blog no.4
So what started out as a determined and candid record of development of our next large-scale game has, in fact, exposed the entirely chaotic and fractured reality of game design. I think each post has introduced at least one new game idea.
But it's not something I'm altogether unhappy with - the idea that there is ever a linear, logical process to creativity is just an illusion anyway. For some though, it is more wayward than others. So if you can forgive our constant jaunts off-piste then, without further ado, allow me to introduce the latest splinter-game ... "Drunk Prophet".
As we keep wrestling with a rule-creation mechanic for the President in our larger project, 'Kleptocracy', we started messing with various forms of language-generators. We were looking for something that might provide a (randomly generated) framework for a law, but give the President enough wiggle room to interpret as s/he saw fit.
In the middle of an already quite involved game, this soon showed itself for what it was - lunacy. However, it did feel like it could almost support an entire game in itself, so that's what we did.
The idea of interpreting a confused and random string of words planted the scene for a religiously-themed game. Religion isn't a subject we're desperately keen to embrace to be honest - not because there's nothing to be said on religion, but it's a bit like shooting fish in a barrel. What can you say that isn't repeated ad nauseum and known perfectly well by everyone already?
However, there was something irresistibly funny about these random phrases having all the gravitas and feeling of a religious decree, but being absolutely meaningless at the same time. Make the players fight over the meaning of said random phrase and you have almost instant ingredients for some silly, faintly satirical, discussion.
But the game really only took shape recently with the title of "Drunk Prophet". This made the game itself the protagonist and the players became well-meaning but relatively helpless recipients as the Drunk Prophet spews forth. As well as vying with each other to come up with the best, unique reading of the Drunk Prophet's words, there's also an underlying spirit of we're-all-in-this-together having to deal with this crazy, drunken divinity until such a point as he passes out and we can all relax.
I am constantly reminded how framework and context - something as basic as a title sometimes, but ultimately it comes down to the narrative of the game - can radically alter how it's played and perceived.
This is such a simple party game that honestly it could almost be released tomorrow. But there are ingredients here to create something a bit more meaningful without forcing the issue. There are so many "let's laugh at funny words" party games that I don't feel there's much value in creating yet another. I still have this fantasy of using the ambiguity of the dynamically created language and feeding it back into the game - this is the step-too-far that all other language games avoid. Mainly because it's nigh-on impossible, but for now I'm still chasing that rainbow.
Posted by Andy S on 31 January 2013 - 2 comments
Comments so far:
- Chase the rainbow and shit on the leprechaun!AndyT - 10 February 2013
- It's been ages since an update - what are you working on??Sally - 9 April 2013
This is part of a series. You can read the previous entry here: Game development blog no.3
Several weeks have passed since we last updated you on "the corruption game" - aka, Kleptocracy. We've been redesigning the game from a fundamentally different angle. Which isn't to say the first attempt wasn't working - I think there's mileage in that still - but I find a mixture of destructive and iterative approaches to game design bring out the best results.
So this new direction is inspired by - brace yourselves - Monopoly. I know what you're thinking: we're either idiots or this is another one of our cynical marketing ploys. Both, probably. The truth is, many years ago, I wouldn't dare go near Monopoly and all its heavy baggage. It's over-familiar, clichéd and hated amongst gamers (a hate that is only semi-justified, incidentally). So what's going on?
Well the core idea of Kleptocracy is that of working your way around a society, insinuating yourself in various circles, gaining influence and trying to keep others from becoming equally influence - all the while syphoning off big bucks. When we took a step back from this, it was clear that we could quite naturally represent this as your prototype, roll-and-move board track. Why not? Because it's both unoriginal and mechanically flawed (it rests on a frustrating amount of luck), that's why. But suddenly those things start to look like challenges ... Can we make a roll-and-move game that is rewarding to play and familiar-yet-different?
Additionally, while you inevitably invite the scorn and dismissal of the elite for producing something that looks superficially trite, you also make everyone else relax as they can immediately recognise something familiar and known to them. And in this day and age, giving new players a visual or emotional anchor is vital to retaining their attention while you go through the rules.
All that said, I'm clearly a little uneasy about my own choice as I'm spending so much time pre-emptively defending a design decision that hasn't even been fully implemented yet. Time will tell... Meanwhile, something within this game has lead to a new game:
Another new game? Spare us!
Sigh, yes, sorry. While trying to work out how the "make up your own rules" mechanic might work for the president in Kleptocracy, I stumbled onto the idea of laying out key rule "ingredients" and having the president interpret them or manipulate them into a new rule. I really liked the idea of the law being fuzzy and the head of state being the person to interpret the law in their own favour.
After a day of messing around with cards with single words and phrases and even making my own random word generating script, I realised this was a whole other game. And the perfect theme suggested itself - instead of a president interpreting the law, what if players were high priests interpreting the Word of God to suit their own agenda?
This seemed much more fun! I built a quick prototype in a day and we tested it last Tuesday. When I say test, I unpacked it, explained it, then repacked it again. There was a crucial flaw that would allow players to vote not for the best interpretation of the divine message (what I was after), but to vote strategically for whatever would best help them in the game. This is a pretty common problem and there are numerous work-arounds from anonymising the source to giving incentives for voting for something else that doesn't directly benefit you.
I've done neither of those and instead made it into a bit more of a bluffing game where the personal interests of each player are far less known. Let's see how it works tomorrow. My ideal is still to make a very open language game that is supported by robust scoring/ voting, but I think I need to learn a lot more about both language and player psychology before I can pull that one off.
Posted by Andy S on 17 December 2012 - 3 comments
Comments so far:
- Sounds greatV from Larkhill - 18 December 2012
- Grand Master Meio from The 3rd Moon - 11 January 2013
- Looks like your project died out. You have my sympathies. In all honesty though, it's obvious it wouldn't ever make it anywhere. You'll never sell your board games when 2+2=5.Some man from a very "free" place - 29 January 2013