The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 08:09:06 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
56
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
General Forge Forums
First Thoughts
(Moderator:
Ron Edwards
)
Tailored for online play...
Pages: [
1
]
« previous
next »
Author
Topic: Tailored for online play... (Read 747 times)
Ry
Member
Posts: 215
Tailored for online play...
«
on:
May 25, 2008, 12:13:02 PM »
Quote from: Brennen Reece
Ryan Stoughton! I challenge you to design a game that is tailored for online play!
Alright. So here's where I have to brush up on my theory and put it to work. Now, when it comes to online play I'm only interested in the following:
Voice + Shared Tabletop + Chat Window (public/private)
I think these are my main design constraints:
1. There's a variable player base; and players may have connection and scheduling issues. It's easier (emotinoally) to cancel on an online game planned in advance, so it's better if it can be played really soon, and without needing a long window (because a lot of real life can happen in 8 unplanned hours).
2. There is no body language, so it's easy to forget a quiet player. Conversely, there's no seating problems, although there is a constraint to how many people can talk at once. Via pixels there's an opportunity for great visuals, and a need for them too; you need something to keep people from sidling off and checking their e-mail (happens a lot).
3. The setup of the environment itself is nontrivial
4. The built-in die rollers have fairly primitive dice mechanics
1 tells me we need
a) To be able to play without prep
b) Fast play
c) To be able to pitch the game quickly (i.e. quickly tell potential players what they're getting into).
2 tells me
a) There is some game-supporting prep (for the visuals) that we'll still want to make compatible with the game - this makes the game better.
b) We need all the players to be involved in some way all the time. (Polaris, I'm looking at you, and eagerly awaiting my shipment).
c) We need something that forces us to go to a quiet player (Polaris... damnit
3 tells me
a) I'll want to create a walkthrough of common technology for the game in the game itself, like setting up Ventrilo + Maptool or Skype + Maptool.
b) The player that organizes this is doing something that the other players should appreciate. I'm not sure if I should mechanize this appreciation.
4 tells me
a) Mechanics (grouping, sorting, bidding, and so on) that depend on physical dice should be avoided. Things that can be handled in a simple call-and-response on-the-table way like
Ryan: "I hit him with my sword, beat this! (Die roller [1d12]=8)"
Brennan: "I grab your sword arm with my tentacles (Die roller [1d10]=9)"
Ryan: "Damn!"
Brennan: "I chortle with glee!"
Ryan: "Chortle?"
Brennan: "Well, gibber."
Ryan: "Oh no you don't. I kick you right in your gibbering face (Die roller [1d10]=5!)"
Brennan: "Sure, I won last time though so... (Die roller [1d10+1d6]=4)"
Ryan: Hahahaaha! No squiddodemon can escape my mighty boot-stomping.
So right now I'm thinking of a Polaris-Wicked Age kludge, but with more pictures and maps.
Have I missed any design constraints? Do you have any insights on optimizing this kind of experience?
Logged
Krippler
Member
Posts: 49
Re: Tailored for online play...
«
Reply #1 on:
May 25, 2008, 07:05:17 PM »
A bit off topic but in my head I thought you meant Mapquest instead of maptool. Wouldn't it be awesome if Google Earth or similar was used to play a game online? Obviously a game that was alot of the terrain and movement and a shared understanding of how they looked.
Logged
Double King
Member
Posts: 23
Re: Tailored for online play...
«
Reply #2 on:
May 27, 2008, 06:43:34 AM »
Ryan, If i remember this correctly, MT has been on the fence for a while about including a Deck mechanic. A Deck could help you with a supple alt to dice and offer you the opportunity for refreshed visuals/eye candy.
...
(ps. <--- ETL from the Play Now logo)
Logged
dindenver
Member
Posts: 928
Don't Panic!
Re: Tailored for online play...
«
Reply #3 on:
May 27, 2008, 08:27:53 AM »
Hi!
http://vassalengine.org/community/index.php
Is a great maptool, also includes text chat and die roller (and saved games), but does not include game logs...
It is also hosted on their site, so firewall issues and other bugaboos are less critical. And it runs on Java, so theoretically, it could run on any OS. And is totally customizable, if you have the stomach for it...
Alex C's Ensemble has a good engine for this, if you want to try something a little more generic than Polaris and then mod it to do what you want...
Good luck man!
Logged
Dave M
Author of Legends of Lanasia RPG (Still in beta)
My blog
Free Demo
Ry
Member
Posts: 215
Re: Tailored for online play...
«
Reply #4 on:
May 27, 2008, 09:03:42 AM »
Vassal still handles cards and such as lines in the chat browser, correct? That still limits it when you're looking to group, rank, and then compare dice, or roll dice and then use them to raise / call like in Dogs. Am I wrong here?
Logged
Ry
Member
Posts: 215
Re: Tailored for online play...
«
Reply #5 on:
May 27, 2008, 09:05:40 AM »
Scratch that last post. The point is that while I think voice is key for roleplaying (or at least it's the crucial factor when I roleplay, although not for all game-supporting activities) and I think a shared visual is important, I don't want to hitch my wagon to fairly new features (i.e. untested) features that have different interpretations in different shared tabletops.
Logged
dindenver
Member
Posts: 928
Don't Panic!
Re: Tailored for online play...
«
Reply #6 on:
May 27, 2008, 12:35:18 PM »
Hi!
Ryan. It has the ability to handle cards, but I haven't tested that functionality. The screens I have seen had actual play pieces based on cards, but I don't know how hard that is to build/modify. And I have never found a good way to do cards on-line. One of the reasons why I have never played PTA...
Vassal is not new by any stretch of the imagination. And the view everyone sees is sent by the same server so it should be the same. I used it for about a year to test LoL and had a lot less issues than I had with any other tool. The next most stable platform was IRC, but it did not include a map...
So, your fears about untested features and your fears about different views is a little unfounded.
Anyways as far as a platform, its decent, but you still need to build mechanics to support pickup play on-line...
Good luck man!
Logged
Dave M
Author of Legends of Lanasia RPG (Still in beta)
My blog
Free Demo
Ry
Member
Posts: 215
Re: Tailored for online play...
«
Reply #7 on:
May 27, 2008, 02:12:40 PM »
The game will include a template for making a forum thread "Theme Document and Recruitment Thread" and it will have advice on going about that.
Logged
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum