The Forge Reference Project

 

Topic: Forward Thinking Technique: Convergent Evolution: Mridangam
Started by: Shreyas Sampat
Started on: 2/24/2005
Board: Push Editorial Board


On 2/24/2005 at 4:49am, Shreyas Sampat wrote:
Forward Thinking Technique: Convergent Evolution: Mridangam

The linked post is my first draft for that "Iron Chef" idea we have been batting around for Issue 2.

I need to, like, assemble the necessary attributions for this, and take photos of my own. What else is missing / could be elaborated / improved?

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On 7/3/2005 at 1:30pm, Jonathan Walton wrote:
RE: Forward Thinking Technique: Convergent Evolution: Mridangam

First of all, the newest draft of Mridangam is up here:
http://www.livejournal.com/users/unrequitedthai/64923.html

Comments for Shreyas:

So, I can't see the Temple Map, and that seems a pretty critical component of play, in that it provides structure by requiring players to limit themselves to different kinds of threats at different times. I'm assuming that there's some sort of progression involved, with more significant threats being limited the more central areas of the temple, but it's really hard to comment on this at all without seeing it. Can you email me a copy of your original picture sketch?

The other thing that I think the game certainly needs is a detailed example of play, ideally one that shows ever "level" (1-5 in potency) of threat in action and a mixture of Social, Emotional, and Material Threats. I think, otherwise, people will look at this and then still not be sure what play is supposed to look like, especially without any sort of background in Indian heroic epics.

One minor thing that jumped out at me: I assume that you need to possess at least one flower to perform Shakata (the Demons), but you don't say this specifically in the text. Also, I assume that, playing the game as Rachana intended, you're supposed to have a dozen or so fresh cut flowers to use in the dance. It might be nice to say that explicitly.

Finally, and this is mostly a layout thing, I think you need a Nobilis-esque cheat chart that shows the levels of the various threats, the responses, and the blessings. Seems like the threats follow the basic pattern of:

THREATS (Social/Emotional/Material)
1 - Minor Injury
2 - Enemy Makes Gain
3 - Slowed by a Situation
4 - Face an Obstacle
5 - Lose an Advantage
6 - High, Irreparable Cost

So I see a chart with that on one side and then three columns for the three different types of threats, with their names and small pictures of the gestures (I could take your hand photos into Flash and turn them into little icons). This would make it easier for people to memorize or reference when they forget. Similarly, a small chart/list for the other gestures would be helpful too.

One more thing: I think you should consider whether you want to say anything specifically about the narrative content usually associated with Mridangam. I mean, maybe to Rachana's audience this was self-evident. She was writing a text on the system for telling these stories, since everyone already knew what they were supposed to be about. If you intend the game to mostly be an experimental work that will rarely, if ever, be played, this is less important. Also, if you write an example of play that helps get across the color and narrative style you intend, that'll probably go a long way towards this as well. Just something to think about.

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On 7/3/2005 at 3:52pm, Shreyas Sampat wrote:
RE: Forward Thinking Technique: Convergent Evolution: Mridangam

The map is in the mail.

I'll start putting together the EoP today, and go through the text for clarifications such as those you mentioned.

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