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    •  
      CommentAuthorBen Lehman
    • CommentTimeMar 21st 2009 edited
     # 1
    So I'm going to talk about my game chef process in this thread. No idea if I'll finish or not.

    As a judge, you're warned. If you read this thread, you made me break the rules. It's not my fault, it's your fault. Also, you'll spoil the surprise.

    So, to start with, I find the basic theme interesting, but the ingredients are totally bleh. They either lend themselves to totally gamechef cruft ("seahorses! I used two at once!" vomit) or random fantasy cruft, which is all well and good but I have no patience for designing it at this point. It's all very meh.

    It struck me that I should do the opposite of the ingredients, which does involve finding an opposite for "horse." The others are easy: Mountain, Noon, and Quench. Ah, that's much better. Let's say that the opposite for "horse" is "dog," as they are the two earliest domesticated animals. Or something. Now we have, for nega-game chef: Mountain, Noon, Quench, and Dog.

    Much, much better.

    I've been wanting to write a game based on Yotsuba-to! for a while. A "fantasy of perfect childhood" game, basically. That seems like a good idea. I've also wanted to make a game that can be played one player or more.

    So you have the Girl. She's five, not yet in kindergarten, and totally into everything. She goes out, meets friends, and has adventures.
    You have the Dad, who the girl tells about her adventures and sometimes goes with her.
    You have Friends, who vary by adventure.

    Basic adventure should be "go to a place, do several activities, go home." You should be able to have scary things happen and also to fail at some things, but not at everything. Failure should be a chance for more role-play, not less.
    •  
      CommentAuthorBen Lehman
    • CommentTimeMar 21st 2009
     # 2
    A week isn't a lot of time, even if you come from the Game Chef old-school and believe that playtesting your rough draft is an exercise in arrogant wankery, so let's get rolling.

    If you have one player, you have the Girl, alone, going out on an adventure.
    If you have two players, you have the Girl and her Dad when she's at home, the Girl and one Friend when she's away.
    With three or more players, the Dad can come along or can change roles so you can have more than one Friend at once.

    Something which worked well in my game about ninja's is questioning about the environment. We'll submit to patriarchal authority and say that the Dad player also gets to answer questions about the environment, and other people answer questions about their internal world. The Dad's internal world is mysterious. For the one player, of course, the one player has to do all the asking and answer herself.

    Questions about the environment:
    "What kind of bugs are they?"
    "What's the color of the leaves?"
    "Is it a friendly cat?"

    Questions about your internal world:
    "Are you getting hungry?"
    "How do you feel?"
    "Is it easy or hard?"
    "What's that a picture of?"

    So what's the basic process of play?
    You have the Girl, she's in a place.
    Describe the place.
    The Girl asks questions about the place, which are answered or not.
    If there's a friend in the place, they're doing something. The girl joins or not.
    The Girl leaves when this is over.

    Activities:
    You can do well at them or poorly.
    Regardless, you can have fun.
    You can bring in other people.
    You ask questions about them, too.
    When they're over, either leave or move to another activity.

    So basically, places and activities are an overlapping chain, united by Friends (and Dad), with possible breaks if you get bored.

    I think that there should be die-rolling, but it needs to be simple, because I'd like the game to be played in real time. Maybe just 4-6 on a d6 (a coin flip, but easier.) "Roll High" to overcome the natural course of things (if something is hard, and you want to do well, you must roll high to do it well. If a friend asks you to do something, and you don't want to, you must roll high to overcome your natural enthusiasm for everything.) That seems like a pretty good way to throw in disruptions.

    Any thoughts from the peanut gallery so far?

    yrs--
    --Ben
    •  
      CommentAuthorBen Lehman
    • CommentTimeMar 21st 2009
     # 3
    Map of Nearby Places:

    Home
    -> Street outside
    -> Backyard

    Street outside
    -> Home
    -> Neighbor's house
    -> Park down the street
    -> The bus

    Backyard
    -> Home
    -> Neighbor's backyard

    Neighbor's backyard
    -> Backyard
    -> Treehouse
    -> Neighbor's house

    Other places, that you can only go to during an activity:
    The mountains
    The beach
    The high school
    The zoo
    The museum
    Downtown
    The store
    Mac's Florist job
    •  
      CommentAuthorBen Lehman
    • CommentTimeMar 21st 2009
     # 4
    So you're the girl.
    You enter a new place. Ask at least three questions about the place. Answers can be a description or an "I don't know, why don't you find out" in which case you have to act and ask again.
    The girl is asked one question about herself. Or more.
    Then the girl says what she's doing. This will lead to more questions (one external, one internal, minimum).

    Special Questions for the Girl:
    "Is it hard?" If it's hard, you won't do it well. If you want to do it well, roll high.
    "Is it easy?" If it's easy you'll do it right the first time. If you want to do it poorly, roll high.
    "Is it scary?" If it's scary, you'll be afraid of it. If you want to be brave, roll high.
    "Do you want to come along? / Do you want to help?" You do! If you want to be not interested, roll high.
    "Are you bored?" If you're bored, it's time to do something else. If you want to keep doing it, roll high.
    "Are you getting hungry?" If you are, you should go home and eat a snack with your Dad. Tell him about what you did when you do.

    If there's a friend there, also ask questions of them. But friends always fail hard things, and always succeed in easy things, and so on.

    Keep going until you're back home and done playing for the day.
    •  
      CommentAuthorGraham
    • CommentTimeMar 21st 2009 edited
     # 5
    I opened this thread because I thought Ben was going to warn me about something. Whoops.

    We were trying to avoid people designing publicly: every other competition designs on a forum, so we wanted to encourage people to design privately. Also, I did promise Andy that there'd only be one Little Game Chef thread.

    So, I don't know. If people want to post things here, they can, of course, but I would encourage people to design on their own and upload the game when finished. I'll try to avoid this thread, but I'm rubbish at avoiding threads.

    Graham
    •  
      CommentAuthorBen Lehman
    • CommentTimeMar 21st 2009
     # 6
    Hahahah. :D Presumably the only people reading this thread are the people that shouldn't be reading this thread.

    yrs--
    --Ben
    • CommentAuthorBryan
    • CommentTimeMar 21st 2009 edited
     # 7
    I read the thread, because I thought about immersion and came to the conclusion that immersion is the feel of playing cowboys and Indians until you shoot your friend and he doesn't die. And then I thought, how do you build a game around that.

    The ingredients don't do anything for me. So, I guess my game will have no resolutions mechanism, you won't by able do anything to any other player and the players have to pretend that they're riding horses between the sea and a fire with buckets of water to put out a fire that will burn the village down by midnight if it isn't put out.

    Here's my entry.

    Use the Sea to Put Out the Fire before Midnight and You Ride Horses

    Play pretend that you're riding horses between the sea and a fire with buckets of water to put out a fire that will burn the village down by midnight if it isn't put out.

    Each player goes a round. During a round the other players come up with obstacles that you have to get around. Tell everyone how you do that. They can help you out too as long as you ask them to do something.

    The fire is put out by the player with the most awesome story. You'll know it when you see it.

    Wow! Game done. Sweet and it fits on a notecard, so I wonder if I qualify for the Harper award.

    Playtest one went well. Figuring out who won isn't very immersive-like, so that rule is droped. New rule: Play until you're bored or until someone makes a story so stunning that everyone is satisfied that the fire is out. Or until midnight.
    •  
      CommentAuthorBen Lehman
    • CommentTimeMar 22nd 2009
     # 8
    Brian: This is what I'm saying. The ingredients are completely flat. Have you considered using opposite ingredients? It worked well for me.

    I'm done with my game! Now I just need to print it out and ship it. I'll try to post a download link here, as well, for people who like printing and binding their own.
    • CommentAuthortadk
    • CommentTimeMar 22nd 2009
     # 9
    Ben, I would like a copy of your entry
    • CommentAuthorwhiteknife
    • CommentTimeMar 22nd 2009
     # 10
    Is my game the only one featuring an actual burning sea of death?

    Or did other people just roll with it and do crazy shit like that too?
    •  
      CommentAuthorlachek
    • CommentTimeMar 22nd 2009 edited
     # 11
    Ditto on the ingredients, kinda - they certainly didn't serve me as an inspiring constraint, but I did eventually manage to make them work thematically in game without too much groaning upon re-reading the draft. And, I should add, without any mention of seahorses or midnight bonfires*.

    Tough, but certainly doable.

    * Yeah, this is clearly a dig against anyone who did that. Shame on you.
    • CommentAuthormadunkieg
    • CommentTimeMar 22nd 2009 edited
     # 12
    Well, since the judges seem to be allowing a bit of conversation regarding designs...

    Ben, as a fan of Yotsuba&!, I wholeheartedly approve of trying to make a game based on it. I have tried to make games based on similar concepts over the past 6 years (even before I stumbled across that comic and others like it, such as Aqua and Aria). Keeping it to the limited Yotsuba&! premise, it's like being a tourist in your own culture. Playing such a game can open your eyes to things you'd overlooked in the world just outside your own door in reality. After that, it's just addictive as you use the game to share what you've seen with your friends. Can you tell I'm looking forwards to your game?

    As for my progress in the contest, at first I had the same reaction to the ingredients as you did, garbage fantasy or game contest "cruft." I stuck with them, though, and was glad I did. It wasn't until I had a soundtrack put together for the game that I was sure I had the idea that would become my entry.

    Now, the standard disclaimer and warning. Judges, don't follow the link I'm about to provide! This is my "blog", or whatever you care to call it. I've set it so anybody can comment, even without an account there. We'll see how that goes.
    •  
      CommentAuthorGraham
    • CommentTimeMar 22nd 2009 edited
     # 13
    Talking about designs is good, but I would really appreciate it if you did it on blogs or other forums.

    Gosh, you guys are negative about things. Seriously, if the ingredients lead to a game that you like, enter it. If they don't, don't. Either way, don't complain about it. It's just a competition.

    Graham
    •  
      CommentAuthorBen Lehman
    • CommentTimeMar 22nd 2009
     # 14
    Graham: I'm not complaining about it, just saying these ingredients (to me, natch) are totally blah. But, actually, the ingredients led me to a game that I like a great deal (I think it may actually be one of the better things I've ever designed), just in a round-about way. I mean, it's a cool contest. Clearly lots of people are writing things.

    yrs--
    --Ben
    • CommentAuthorBryan
    • CommentTimeMar 22nd 2009
     # 15
    Graham, like Ben I'm just saying the ingredients are blah to me. I'm sure plenty of good games will come of them. I think it's a good contest, albeit hard for me to wrap my head around. No offense intended.
    • CommentAuthorlachlan
    • CommentTimeMar 22nd 2009 edited
     # 16
    I dind't like or dislike the ingredients, mainly because I was so excitedhappyhappy about the THEME. Basically, I came up with an immersive design that still makes me chuckle, then went back and fit three ingredients into it. Didn't help or hinder, really.
    • CommentAuthorLogos7
    • CommentTimeMar 22nd 2009
     # 17
    well all i can say is that if the judges have to sort through a bunch of drivel about burning sea horses, or sea horses at midnight, or burning seas at midnight, or burning midnight horses, well who's fault is that?

    Logos
    • CommentAuthorJ. Walton
    • CommentTimeMar 23rd 2009
     # 18
    Posted By: Logos7if the judges have to sort through a bunch of drivel about burning sea horses, or sea horses at midnight, or burning seas at midnight, or burning midnight horses, well who's fault is that?

    Ours?
    •  
      CommentAuthorAndy
    • CommentTimeMar 23rd 2009 edited
     # 19
    Posted By: Logos7well all i can say is that if the judges have to sort through a bunch of drivel about burning sea horses, or sea horses at midnight, or burning seas at midnight, or burning midnight horses, well who's fault is that?


    LOL.

    I remember people whining back, what was it 2 years ago? When the ingredients were:
    SACRED
    ROSE
    THREAD
    INCONSISTENCY
    ...saying that they don't like them, as everyone was going to write a game about Sacred Roses...
    I read about 40 of the submissions, and didn't see a single Sacred Rose.

    People bitch about the ingredients.
    People bitch about lack of ingredients.
    People bitch about the ingredients being too focused.
    Other people bitch about the ingredients being too unfocused/open to interpretation.
    Some people bitch that there are any ingredients at all: "They stifle my setting/theme-creation creativity!"
    Others bitch when the ingredients are game rules (dice, etc): "They stifle my rules-creation creativity!"
    And don't get me started on bitching about the theme of the contest.

    Bitching and whining about the rules/ingredients is a time-honored Game Chef-ish (official or no, Forge, S-G or RPGNet) tradition, and I would personally be very disappointed to see any game chef contest happen without this grand tradition playing itself out, as it does each and every time, all the way back to the first contest run by Sorensen.

    -Andy
    • CommentAuthorBryan
    • CommentTimeMar 23rd 2009
     # 20
    Posted By: AndySACRED
    ROSE
    THREAD
    INCONSISTENCY


    I hated those ingredients, but as I remember there was a second set of 4 ingredients, which I also hated. I ended up using all 8 ingredients from that year out of spite. :)
    •  
      CommentAuthorDavid Artman
    • CommentTimeMar 24th 2009 edited
     # 21
    Posted By: Ben LehmanBrian: This is what I'm saying. The ingredients are completely flat.

    OK, I'll take the other side: I found the ingredients very evocative... once I got PAST "Burning Seahorse" (nods to Luke Crane).

    JUDGES GO AWAY! I have a blog of sorts, but I doubt anyone will Register to post comments on it, when they might have one thing to say about this point I'm making.

    .

    .

    .

    So I found a mechanical way to use Burn--you actually burn your character sheet slightly, upon failing a challenge. What's a challenge? That's half of the immersion factor: you determine who gets Burned by taking turns trying to do something with an object--like in the basketball challenge game of HORSE. So I challenge you by saying, "I can hit that tree from here with a rock" and you must try, or Burn your Head in shame. (head is a part of the character sheet).

    Why are we doing this? because we are all portraying members of an island tribe who, at midnight, will vote to sacrifice one tribe member to the sea gods (YEP! Used all four!). So, basically, it's a LARP (that's the other half of immersion) that's designed to be played in an evening, like a party game. Ideally outdoors or where each person has some means of catching ash (or, maybe, in a basement where a bit of ash doesn't matter).

    Link to PDF, which I haven't yet submitted
    •  
      CommentAuthorBen Lehman
    • CommentTimeMar 24th 2009
     # 22
    David: Neat!

    yrs--
    --Ben
    •  
      CommentAuthorRafu
    • CommentTimeMar 24th 2009
     # 23
    David, since I'm also designing a LARP in which a mechanic requires players to burn pieces of paper, I'd like to chime in to say I did not steal the idea from you. Please, believe me! ^_^;;
  1.  # 24
    Since Luke Crane has used up all other uses of "burn," it's no surprise we'd end up with parallel development.

    But do you burn your character sheet? I didn't THINK so. :P
    •  
      CommentAuthorRafu
    • CommentTimeMar 25th 2009
     # 25
    You write a character sheet of your real life self, then burn part of it to "make" a character out of what is left of you.
    • CommentAuthormadunkieg
    • CommentTimeMar 25th 2009
     # 26
    Did anyone do the really, really obvious and just make their game an episode of Iron Chef (that's Iron Chef, not Iron Game Chef)? (guess the secret ingredient!)
    • CommentAuthorJ. Walton
    • CommentTimeMar 25th 2009
     # 27
    I've got a draft up here, if anyone's interested. Hopefully the judges can avoid downloading it. Email me if you want to offer suggestions (jaywalt at gmail).
    •  
      CommentAuthorBen Lehman
    • CommentTimeMar 25th 2009
     # 28
    Jonathan: That looks pretty cool. It's another 1-4 player game: looks like it's in the air. But I don't really see a lot of guidance about how the one player game would work. That'd be appreciated.

    Additionally, some sense of "What are good complications?" Maybe cut the names list short and have four example complications for each area. I get the feeling that complication structuring is the heart of playing the game well vs. playing it poorly, and there's very little insight into how to do that, other than the pre-set chapter one.

    Likewise, what does "finite" mean? Any finite number? Do the G&M just pick a number aribtrarily? What's a good range?

    yrs--
    --Ben
    • CommentAuthorJ. Walton
    • CommentTimeMar 25th 2009
     # 29
    Ben, thanks for the comments. I'll try to include them in the next draft.

    In the one-player game, the player plays all four roles, building sets of complications, taking turns for each protagonist as normal, and rolling when he wants a complication. I guess I'm not sure what else I need to add. I don't think it would be as fun as playing with multiple people, but it's certainly doable and might be fun for a little while.

    There will be a bunch of example complications, I just don't think I can fit them into the two-page version of the game. I'm not sure what you mean by "each area." Depending on how you define an "area," that could be a lot of examples. You're right that there should be more advice on making good complications, so if I can find any place to cut some text, that's what I'll add.

    The rules already suggest that having more than three dots should be rare, so I'd probably move from infinite to three dots and then let things develop from there. Maybe I should just say that.
    •  
      CommentAuthorBen Lehman
    • CommentTimeMar 25th 2009
     # 30
    Maybe I should just say that.

    Yeah, that would be better. For "area" I mean "part of the map." And I wasn't aware that you were trying to fit it all into two pages. In that case, uh ... I don't know. It seems to me that advice about complication structuring is probably worth the space of even an example or two.
    • CommentAuthorJ. Walton
    • CommentTimeMar 26th 2009
     # 31
    Ben, just read over your notes so far. Here are some thoughts:

    Not having read the comics, I'm not at all sure how to make the girl's everyday adventures interesting. Where is the fun found? Is it in the interesting people she meets? Is it in the interesting things that she does? Is it in seeing how she reacts to new things? Like your suggestion to talk more about complications, I think you need to talk more about framing interesting environments for her to be in or interesting things for her to do and discover. Your lists help a little, but I can imagine, say, going to the beach and being like, "Okay, I play in the water, I guess, and then build a sandcastle," which isn't that exciting to say, without some give-and-take between the players about something significant, like, uh, "You see a strange creature moving sideways along the beach. It has stopped to investigate your lunch." And then she can discover a crab and be freaked out or not and that would be interesting.

    I'm also a bit dubious that the die rolls really add a lot. What's their purpose? To model the girl's fickle attention span? It seems like a lot of the rolls are phrased, "If you want to do X, roll," indicating that many rolls may not happen if the player is fine going along with whatever's happening. Are they there to mitigate the Dad's ritual phrases, so they're strong suggestions rather than commands? That's more interesting, but I kinda wish there was another way to do that.
  2.  # 32
    I'd just like to say that "Horse" allows me to finally have an avenue for the Bella Sara RPG I've been dying to write.
    •  
      CommentAuthorRafu
    • CommentTimeMar 26th 2009
     # 33
    Everybody... I'm somehow - actually - writing it!
    So far, I've got one page of undeniably bad and overly flourite fiction, and a one-page overview of the game. Meaning I've got a loooong way to go and I'm late already. Oh, well...
    And it's the largest body of text I've ever attempted to write in English! Well, the tortured corpse of something which vaguely resembles English, anyway...
    •  
      CommentAuthorBen Lehman
    • CommentTimeMar 26th 2009
     # 34
    Hey, Jonathan. Let me send you the actual rules.
    • CommentAuthorwhiteknife
    • CommentTimeMar 26th 2009
     # 35
    Posted By: rafu
    So far, I've got one page of undeniably bad and overly flourite fiction, and a one-page overview of the game. Meaning I've got a loooong way to go and I'm late already. Oh, well...


    You don't have to go any further than that if you want. My whole game is basically what you described as having done so far, and I still like it. (although there is something to be said for you know, actual depth in a game.
    • CommentAuthorDestriarch
    • CommentTimeMar 27th 2009
     # 36
    Maybe it's because I never heard of Yotsuba-To, maybe because I like playing devil's advocate, or maybe it's because I'm a cynic, but I gotta say I really don't think I could get into a game with that premise, Ben. I mean I'll happily admit that my entry is pretty much the epitome of what you'd call 'cruft', but... eh... a game where you play a little girl going around the place doing nebulous things? Sorry, no offence or anything, but I just don't get where the fascination is. It sounds rather bland to me, as does the manga from the brief description on the link you provided, so I guess I'm not the target audience anyway.

    What I'm really asking is what, in your opinion, is the big draw that would make people want to play this game?

    Other comments:
    Having to roll to not do something can be annoying as it takes control of the character away from the player. Some people like it, some just get irritated when they do something stupid through no fault of their own. May I recommend that you either augment or replace the 'roll to resist helping' mechanic with some kind of reward system instead? If you make it inconvenient for players to help others, but give something nice for doing so, players will want to help others and you won't have to force them.

    From what I could gather about the Manga, it's primarily about the little girl learning important life lessons. Perhaps some element of learning should be incorporated into the game's structure, if it isn't already?

    -Ash
    •  
      CommentAuthorGraham
    • CommentTimeMar 27th 2009 edited
     # 37
    I'm glad people are progressing with their games, but I do wish you'd stop posting to this thread and write games, instead. That was one of the aims of the competition, after all: to write games rather than talking about writing games.

    Graham
    • CommentAuthorDestriarch
    • CommentTimeMar 27th 2009
     # 38
    Posted By: GrahamI'm glad people are progressing with their games, but I do wish you'd stop posting to this thread and write games, instead. That was one of the aims of the competition, after all: to write games rather than talking about writing games.

    One of the most important parts of writing games is constructive criticism.

    Ash
    •  
      CommentAuthorGraham
    • CommentTimeMar 27th 2009 edited
     # 39
    Sure, but one thing we wanted to do differently, in this competition, was design rather than talk. Lots of people asked for that: private, not public, design.

    So, by all means, ask for criticism: ask your friends, post on your blog, whatever. But don't design on a forum, because that's one of the things we agreed we'd avoid. If you like designing on forums, there'll be other game competitions.

    We've now got 12 entries, which makes me very, very happy. Neither too many nor too few. Perfect.

    Graham
    • CommentAuthormadunkieg
    • CommentTimeMar 27th 2009
     # 40
    Posted By: GrahamSure, but one thing we wanted to do differently, in this competition, was design rather than talk

    The idea that design occurs only when you're writing in private, is a strange, romanticized image of what "design" is. This sharing of ideas is design. Communication helps us gain insight into our own ideas, clarify how we communicate them, and refine them (or even push us to seek new paths). That's all part of the process of design. Want proof? Ben's going to be submitting a game that was designed using this thread.

    Our blogs are the same thing as this thread, just elsewhere. So are our playtests. Our chats with friends and relatives offline. Everything you've not only allowed, but encouraged. The only difference here is that you're more aware of it because it's where you can see it. What I don't understand is how you're not seeing the design process that's happening here.
    • CommentAuthorJ. Walton
    • CommentTimeMar 27th 2009
     # 41
    Graham, my game is done, so I read Ben's (which he asked us to) and commented on it, since he offered helpful comments on mine. You're complaining about something that isn't happening. This is barely a discussion thread at all. There have been like four or five substantive comments and the rest are just people encouraging each other, which I think is awesome. As far as I can see, all design work is happening elsewhere.

    You're not even supposed to be reading this thread. So, with all due respect, go away. Comment in the original thread, if you think people are fucking up your contest. Honestly, this isn't about you or what you want, really; it's about people making cool games in whatever way works best for them. I wish more contest organizers would realize that.
    •  
      CommentAuthorGraham
    • CommentTimeMar 27th 2009 edited
     # 42
    I'm trying to be gently encouraging for people to write games rather than post. That's all. I'm genuinely sorry if it's coming across differently. That's the thought behind it. Don't argue. It's just a competition.

    Graham
    • CommentAuthorJ. Walton
    • CommentTimeMar 27th 2009
     # 43
    Posted By: GrahamIt's just a competition.

    And the actual competition is the least important part.
    •  
      CommentAuthorRafu
    • CommentTimeApr 11th 2009
     # 44
    Ehi, Ben, how's your anti-LGC game doing?