emotions on the chessboard
TRANSCRIPT
Emotions on the
chessboardDesigning a better political
gameby Paweł Jasiński
Identifing the problem● A Stale and tired formula● Locked in time and place● Lack of direction● Not enough tension and suspense● Problems with scale● Dry and unappealing characters
On the shoulders of giantsKeynote:Presented ideas or techniques might not be new; or they might not be a new addition to political games;but it is important to use them knowingly.
Breaking with unity
● Different locations
● Time jumps o flash forwardso flashbacks
● Cut scenes
● Focus sceneso managing
spotlighto monologueso commentary
● Scene structureo changing scenes
drama is life with the boring bits cut out
Structure of the story● Linear storytelling
o Act structure - escalating the conflicto Scripted eventso Fate play
● Branching storytellingo Player choiceo Pivot points
● Marble storytelling
The beginning● Flying start (in media res)
o players in action poseso scripted scenes
● Slow starto eg. dinner, formal introduction, opening
speech● Planning the beginning of each act
The ending● Ending event
o expected or unexpectedo pre-planned or based on in-game decisionso a single event or full epilogue
● Slow endingo Time to wrap things upo Cool down
Dealing with scale● Providing the background
o the event team - players willing to play episodic roles
o players swapping between NPC and PC roles● A setting of isolation and detachment● Board game mechanics● Scaling down
Adding perspective● Adding a narrator or outside
commentaryo emulating mass-media
● Participating audience in a political larp o emulating the electorate
● Showing cause and effecto two linked larps on different power levels
Reinventing the characters● Proper character:
o confrontational (gamist)o believable (simulationist)o with dramatic potential (dramatist)
● Pragmatism is overrated. Emphasise:o Moralityo Emotionso Different POVs (including personal bias)
● Fleshing out characters using cultural references
A Song of Ice and Fire:an example how calculated intrigue is interwovenwith pettiness, vice and lack of judgement.
Iconic characters
Playing to lose
● Redefining winningo setting characters’ priorities
● Enforcing failure with game mechanicso failure triggered by fate play
● The joy of failureo rewarding failure with advancing the story
● Assymetry ≠ imbalance
it was worse than a crime; it was a blunder
Reinventing interaction● Red telephone
o communication bottleneck, indirect communication
● Pass the messageo corruption of communication, information
noise● Fog of war
o obfuscating the actions of others; decisionmaking based on limited information
Reinventing interaction (cont.)
● Internet wallo bulletin board communication; global
announcements● Retconning
o filling in blanks and fleshing out roughly sketched relations
● Liquor on the tableo discreet cues to intensify play
Reinventing interaction (cont.)
● Two-faced politicianso using masks as props
● Shadowso attaching players (in-game or meta-game) as
“advisors” to other characters
Mechanics of interaction● Non-violent conflict resolution
o domination - Ars Ordo● Establishing hierarchy
o contesto voteo bid for areas of influence
● Purchasing favorso social currencyo triggering fate (fate play)
Crossing genres● Action
o simulated violenceo physical challenges
● Mysteryo puzzle or riddle solvingo piecing together the clueso skill challenges
● Horroro power exchange
Working with the players● Co-creation● Workshops● Prologue● Black box (meta-room)
Good luck with your game, and remember:
Think outside the box!