Realism and Consequences

I’ve always liked and appreciated worlds and stories that maintained a realistic feel. Now, when I say ‘realistic’ I don’t meant ‘set in modern day or a retelling of history,’ although I do enjoy both. My definition of realism in fiction (and the one I’ll be exploring in this post) is that things follow a logical and reasonable line of causes and effects. Basically, everything that is and happens in the world needs a reason and it has to be consistent with the rules the world established early on and anything added or removed will have consequences for the world. This definition means that a story could be set in a fantasy world, but it could still be ‘realistic’ and could have ‘realistic’ magic.

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Power Creep in the Power Game

One of the reasons I believe that game design is the career for me is because of my love for creating games when I was younger. Of course, being young and inexperienced in most things, these games were either completely broken, held together by an honor system or they were so abstract that any amount of power gaming was impossible. One game that I remember fondly was a game known only as “The Power Game” which helped me understand the problem of power creep. (more…)

A Hole in Pool

When it comes to unusual sport-like games, pool is one of the first to come to mind. I didn’t know much about pool until my family moved a few years ago. The new house had a pool table in the basement and I wanted to learn how to play. Other than being pretty horrendous, one rule in particular struck me as a strange. I was playing the 8 ball version of pool to be specific.  I was playing a game and losing. Then, my opponent scratched on the 8 ball knocking it in too and suddenly I had won. My game designer senses immediately told me this was of significance, so I examined it. (more…)