- I'm really intrigued by the idea of using a customizable deck of cards to work through a gamebook. So there might be two to four pre-crafted decks for players who just want to dive in, or the player could build his or her own deck.
- To keep the decks roughly thematically appropriate, I'd probably borrow the idea of Influence from Android: Netrunner. The players would have a particular Identity or Persona that have a particular set of cards associated with them that they can include at no cost. However, all cards would be marked with an Influence cost, and each Persona could only include out-of-character cards up to their Influence limit.
- For example, the Human character could only include a limited number of cards from the Cyborg deck.
- One of the reasons this idea appeals to me is that I can release expansions--new stories to overcome, new Personas, new cards for the different Personas, etc., all within the same rules system. Heck, I'd be more than willing to open the system up to all users, so that they can generate their own stories, Personas, and cards!
- The catch is that I have to get the system right. Once it's released, it will be much more difficult to go back and fix any problems inherent in the rules set.
- So let's think about the AI. What sort of challenges will the player have to overcome, and how will the game react to the player's decisions?
- I like to approach these sort of problems from a thematic perspective. So I'll start with a case study.
- Say the player is traversing some rocky terrain and stumbles across a goblin campsite. The goblins haven't noticed her, yet, but she's not confident that she can skirt around them. She has to go through them.
- What are her options?
- She could fight them, risking her life and probably taking some wounds
- She could frighten them, causing them to scatter.
- She could set up a distraction, and hope they abandon the camp to investigate long enough for her to sneak past.
- She could reveal herself and talk to them, hoping to persuade them to let her pass.
- Could I just keyword the encounters? So with the example above, the player must discard an appropriate number of Fight, or Frighten, or Distract, or Talk cards to progress?
- That's stupid; that's basically just asking whether the player has the right key or not, which does not make for compelling gameplay. I want the player to have to make difficult decisions.
- What if the encounters didn't spell out how to overcome them? It could be up to the player to decide how to use the cards at his or her disposal. So a card might say, "Distract +3." The player would use it, hoping that a distraction would work on the encounter. He or she would then look at the current paragraph number, add three, and consult that paragraph. So, if he or she was at Paragraph 24, he or she would proceed to Paragraph 27. If it said "Distraction Successful," the card worked.
- That doesn't work, either. First of all, that would require a massive amount of work on my part just to create a small story. I'd have to account for half a dozen or more permutations for each encounter. That's a lot more writing for a small gain. Plus, he player would have little to no basis for his or her decision. What if the player decided to Frighten the goblins, but it failed? How would the player no it was going to fail? What hints could the system give that one option was better than another? What sort of consequences would there be for failure?
- No, that's way too much work for me and not enough fun decision-making for the player. I'll have to find another solution.
- On top of which, I'm not sure I want the story to consist of numbered sections. Would it be possible to have a slightly more linear story, with random encounters scattered throughout? How would that look?
- So the player is going along, reading the story, and he or she hits a Random Encounter. He or she then rolls on a chart based on his or her location, and perhaps some other factors adjust the die roll. The chart then tells the player what sort of encounter he or she must face. He or she deals with it, suffers some consequences, gains some bonuses, and proceeds with the story.
- That could theoretically work. In fact, I like the idea that the story would have a general overall shape, but with little crests and valleys and twists that are with each play through. I could even have some branching paths that would only be accessible based on particular random encounters happening at particular points in the story. That could be fun.
- Okay, so I've got a basic story structure. But how do random encounters actually work? What information is given to the player when they hit a random encounter? And will I be able to have encounters that are not purely combat-based, so that players can work through the story in a number of different ways that don't involve the murderation of dozens of animals and sentient beings?
- Let's say that the player rolls an encounter. That encounter might have several different stats indicating how one MIGHT overcome it, and the player can use his or her cards to match or beat one of those stats.
- So the goblin encampment would have Fight 15, Frighten 20, Distract 9, and Talk 12. The player would have to muster up enough Fight, Frighten, Distract, or Talk cards to overcome one of those options. Otherwise, the encounter gives a certain consequence.
- That's still a bit too much like needing the right set of keys to get through the door. I don't like the fact that the player knows EXACTLY what he or she needs to beat the encounter.
- Is there some way to "hide" the exact numbers that the player will need to overcome? That way I could merely hint at what the player needs, but he or she would be uncertain about whether his or her Lighting Strike and Dual Wield Daggers (Fight 9 and Fight 6, respectively) would be enough to get through the goblins.
- I know! I could randomize the stats. So instead of "Fight 15, Frighten 20," etc., the player would see "Fight 2d6 + 6, Frighten d12 + 4, Distract d6 + 1, Talk 2d6 - 2." The player would assemble his or her response to the encounter, THEN roll to see if he or she defeats it. That adds a nice push-your-luck element that I think could really work.
- The best part is, sometimes the player will KNOW that the dice cannot possible roll high enough to defeat his or her response, but sometimes the player will be forced to gamble on a low number in order to conserve resources.
- Plus, I could have the story branch out in different ways, depending on how the player overcame the random encounter.
- Yes, I like this a lot! It's potentially very compelling, and can reward players for progressing through the game in multiple ways. Replayability is always good for a solitaire game, especially one with a customizable component like the player's deck.
- Now to think about theme....
- This system could obviously translate very well to a fantasy theme. The player could be a mage, a soldier, a noble, or a merchant, with different strengths and weaknesses against different kinds of encounters.
- The problem with fantasy is not only that it's been done a lot, but it's been done WELL a lot. That's a lot of pressure to compete!
- I'm not sure I'm interested in a modern thriller or spy story, but it could work. Something to keep in mind.
- Sci fi would be fun, though. I love a good sci fi story. And this system could let the player play in the universe in fun ways. A human, a cyborg, an uplifted animal, and a robot would all interact with the encounters in different ways. The robot might be prone to hacking and electronic warfare, while the cyborg uses brute strength and enhanced speed to bring down his or her enemies. The human is relatively weak and fragile, but overcomes many different types of obstacles through creativity and ingenuity. The uplift has certain social obstacles and advantages, as an animal living in a world designed for humans, but is a master of stealth and surprise.
- Yes, I like this a lot! I think I'll go with it.
- Now, let's consider what a deck actually looks like.
- I like the idea of smaller decks. The players shouldn't need a 60-card monstrosity to get through a story. Let's say a 30-card minimum deck. Probably a maximum of 3 copies of any given card. That makes printing easier--my card sheets are 3x3, so I can put three copies of three unique cards per sheet.
- I also like the idea of giving the player actions to take outside of what is explicitly written on the cards. So while the Human player might have a card that he or she can discard to draw three additional cards, or to search his or her deck for a particular card, all Personas will have the option to, say, discard a card to draw a card.
- I don't think I want the player to have to deal with his or her own stats, not even Health or Oxygen or anything like that. Everything he or she needs should be in the deck or in the encounter tables. It's just simpler that way. So what sort of punishment can the AI dish out?
- Perhaps running out of cards in the deck means death? No, that would reward players for playing huge, bulky, cumbersome, extremely random decks. I think I'll allow the player to shuffle his or her discard pile into a new deck when the deck runs out.
- Hand size, then, could be the player's Life. Take damage, discard a card. Run out of cards in hand, and you're dead.
- The problem with that idea is that a player could get into a death spiral. He or she doesn't have enough cards to overcome a particular encounter, so he or she takes damage, so he or she has fewer cards to deal with the next encounter.... So that doesn't quite work, either.
- What about removing cards from the game permanently? Take damage, exile the top card of your deck. That card is gone forever; I don't care if it's a really strong card, you don't get to use it this game. Hm... maybe. I don't like the fact that it won't always FEEL like damage. "Oh, I don't really care about that card, so that encounter wasn't very punishing at all."
- Maybe a mixture of those ideas? Some encounters force you to discard cards from your hand if you fail, which limits your options. Some of them force you to exile cards from your deck, which CAN limit your options. And some of them could put a cap on your hand limit, so you don't necessarily have to discard cards, but now you can only ever hold 4 cards in your hand instead of 5. So when you draw cards, you'll occasionally be forced to discard cards.
- I also think it's important to keep the player from just digging through the deck for the exact cards he or she needs for every encounter. So there should be a penalty for having to shuffle your discard pile to create a new deck. Perhaps, if you run out of cards in your deck, you shuffle your discard pile into a new deck, then exile the top two cards? So each time you have to reshuffle, you have fewer and fewer cards left in your deck. Yes, that should work. It's not too punishing initially, but if the player abuses that strategy, he or she will find him or herself without many options.
- Okay, I'm really liking this idea. Time to go brainstorm some cards, and to sketch out an outline for the first story!
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I have released another print-and-play game titled A Thousand Years of Blood . It was designed for the June 24-Hour Game Design Contest , ...
Showing posts with label Wings of Lightning. Show all posts
Showing posts with label Wings of Lightning. Show all posts
Saturday, August 10, 2013
Brainstorming for the 2013 Solitaire Print and Play Contest
This year's solitaire game design contest has begun, which means I have a few short weeks to prepare and submit a game. I was originally planning on submitting Horns of Thunder, the sequel to my well-received solitaire story game Wings of Lightning. However, I've had a lot of thoughts banging around in my head about how to integrate story and game mechanics, and wanted to put it all on paper. This post is a massive brainstorm, and will subsequently be long and somewhat incoherent. However, it may be useful for some people to see a designer's mind at work. Or this will just be really boring--I've no idea.
Sunday, April 7, 2013
Horns of Thunder In Progress
I've been getting some nudges from my... fans? I'm going to go with fans--over at Board Game Geek who are eager to play the sequel to my award-winning solitaire gamebook, Wings of Lightning.
The sequel, Horns of Thunder, is in the works as a couple of weeks ago. The rules are basically finished save for some minor editing, and I am perhaps halfway through Chapter One. The game's outline currently puts it at 9 or 10 chapters, and should include some interesting narrative surprises for fans of the first game while remaining playable and fun for those new to the trilogy. I'm trying to write it so that those completely unfamiliar with Skoros, Molina, and the events of Wings of Lightning will still be able to jump into the world of Myesta without feeling lost.
Progress is currently rather slow. I'm juggling two intense college courses with 25+ hours at work every week, including trying to earn a pretty sweet promotion. Subsequently, it has been difficult to find time for creative writing. (You'll notice this is my first blog post in months.)
Still, the semester ends in about two weeks. After that, I will be working full-time, but will not have to bring my work home with me. So I should have plenty of free time to work on my creative endeavors.
With Horns of Thunder, I have added examples of the combat system and cleaned up the combat rules to make things easier for those new to the game. It is, after all, a unique combat system, very different from those found in other gamebooks and RPGs. Combat requires a standard deck of poker cards. The player uses the face cards to make his or her attacks, generate combos, and slay his or her enemies. The number cards are drawn one at a time to determine whether the surviving enemies hit the player and what abilities they activate, although the player can attempt to block attacks with maneuver cards built up during his or her turn. Those who played Wings of Lightning will find the combat very familiar.
The narrative structure of the game is getting some pretty major tweaks. Rather than being completely linear, each chapter will be broken into a series of Scenes and Battles. Some Scenes (and possibly some Battles) will give the player an option of how he or she would like to proceed through the story. As long as the player survives combat, he or she will always be able to progress to the next chapter, but certain choices will make the journey easier or more difficult.
I am quite excited for Horns of Thunder and hope fans of Wings of Lightning will enjoy it. The current (tentative) release date is 1 July.
The sequel, Horns of Thunder, is in the works as a couple of weeks ago. The rules are basically finished save for some minor editing, and I am perhaps halfway through Chapter One. The game's outline currently puts it at 9 or 10 chapters, and should include some interesting narrative surprises for fans of the first game while remaining playable and fun for those new to the trilogy. I'm trying to write it so that those completely unfamiliar with Skoros, Molina, and the events of Wings of Lightning will still be able to jump into the world of Myesta without feeling lost.
Progress is currently rather slow. I'm juggling two intense college courses with 25+ hours at work every week, including trying to earn a pretty sweet promotion. Subsequently, it has been difficult to find time for creative writing. (You'll notice this is my first blog post in months.)
Still, the semester ends in about two weeks. After that, I will be working full-time, but will not have to bring my work home with me. So I should have plenty of free time to work on my creative endeavors.
With Horns of Thunder, I have added examples of the combat system and cleaned up the combat rules to make things easier for those new to the game. It is, after all, a unique combat system, very different from those found in other gamebooks and RPGs. Combat requires a standard deck of poker cards. The player uses the face cards to make his or her attacks, generate combos, and slay his or her enemies. The number cards are drawn one at a time to determine whether the surviving enemies hit the player and what abilities they activate, although the player can attempt to block attacks with maneuver cards built up during his or her turn. Those who played Wings of Lightning will find the combat very familiar.
The narrative structure of the game is getting some pretty major tweaks. Rather than being completely linear, each chapter will be broken into a series of Scenes and Battles. Some Scenes (and possibly some Battles) will give the player an option of how he or she would like to proceed through the story. As long as the player survives combat, he or she will always be able to progress to the next chapter, but certain choices will make the journey easier or more difficult.
I am quite excited for Horns of Thunder and hope fans of Wings of Lightning will enjoy it. The current (tentative) release date is 1 July.
Sunday, September 16, 2012
Wings of Lightning Update, and My Next Project
If you frequent the boardgamegeek.com design forums, this is probably old news, but my gamebook, Wings of Lightning, did quite well in the 2012 Solitaire Print and Play Contest. Out of the 48 completed entries, Wings of Lightning placed 8th overall. Not too shabby.
In addition, it won first prize in the Best Paragraph Game and Best Large Game categories, and second place in the Best Sci Fi/Fantasy Game category. Pretty good for my first completed gamebook.
The prize isn't spectacular--just a pile of "GeekGold" that can be used on the boardgamegeek website to purchase certain perks, like new microbadges to place under my avatar. Still, it's a nice confidence-boost in my writing and design abilities.
Subsequently, I'm working on another gamebook, Traitors' Path. This one is heavily influenced by space opera like Star Trek and David Weber's Honor Harrington series. I think it will be a much better game than WoL in terms of balance and replayability. It's much lighter on combat, which I think actually makes it faster-paced than WoL; the combat systems in both games is fun and unique from other gamebooks, but it can get repetitive.
Traitors' Path is about Seventh Fleet patrolling the edge of human expansion for fear of the return of an alien threat. It turns out that the real threat to humanity, however, is itself, as the Interplanetary Socialist Initiative brutally and illegally takes power. The ISI takes control of the military and seizes most human-occupied systems within a matter of days.
As a young commander in Seventh Fleet, you vow your loyalty to Admiral Vonn and swear to help her and Seventh Fleet free humanity from the tyrannical Izzies. Check it out! The first three missions are playable right now. When the gamebook is complete, it will probably be the longest work I have ever completed.
And if you're interested in gamebooks, please check out this year's Windhammer contest. There are some really intriguing entries, and I'm a little disappointed that I didn't find time to complete a submission of my own. Next year, I suppose. Anyway, the winner and two other "merit award" entries will get the chance to be published as an app by Tin Man Games, so be sure to vote!
In addition, it won first prize in the Best Paragraph Game and Best Large Game categories, and second place in the Best Sci Fi/Fantasy Game category. Pretty good for my first completed gamebook.
The prize isn't spectacular--just a pile of "GeekGold" that can be used on the boardgamegeek website to purchase certain perks, like new microbadges to place under my avatar. Still, it's a nice confidence-boost in my writing and design abilities.
Subsequently, I'm working on another gamebook, Traitors' Path. This one is heavily influenced by space opera like Star Trek and David Weber's Honor Harrington series. I think it will be a much better game than WoL in terms of balance and replayability. It's much lighter on combat, which I think actually makes it faster-paced than WoL; the combat systems in both games is fun and unique from other gamebooks, but it can get repetitive.
Traitors' Path is about Seventh Fleet patrolling the edge of human expansion for fear of the return of an alien threat. It turns out that the real threat to humanity, however, is itself, as the Interplanetary Socialist Initiative brutally and illegally takes power. The ISI takes control of the military and seizes most human-occupied systems within a matter of days.
As a young commander in Seventh Fleet, you vow your loyalty to Admiral Vonn and swear to help her and Seventh Fleet free humanity from the tyrannical Izzies. Check it out! The first three missions are playable right now. When the gamebook is complete, it will probably be the longest work I have ever completed.
And if you're interested in gamebooks, please check out this year's Windhammer contest. There are some really intriguing entries, and I'm a little disappointed that I didn't find time to complete a submission of my own. Next year, I suppose. Anyway, the winner and two other "merit award" entries will get the chance to be published as an app by Tin Man Games, so be sure to vote!
Wednesday, July 18, 2012
Wings of Lightning: A New Kind of Solo Gamebook
Old School
With the astounding rise of popularity in role-playing games in the late 70s and early 80s came a demand for role-playing adventures that could be played solitaire. After all, not every gamer could round up several friends and devote 4+ hours to a gaming session on a regular basis. But the craving for role-playing-style games was nigh insatiable.
Several major titles rose to meet this demand, notably the Fighting Fantasy series by Ian Livingstone and at least two different Steve Jacksons, and Lone Wolf by Joe Dever.
These gamebooks were designed to provide a single player with an RPG experience mimicking the popular mechanics of the time. There were stats to track, inventory lists, and most importantly, dice! The games played a bit like Choose Your Own Adventure books with dice-rolling. The player would make decisions, turn to paragraphs as instructed, and roll dice to see if they fail or succeed at various endeavors. The gamebooks essentially acted as GMs for the player.
I have attempted to write gamebooks on multiple occasions. They combine two of my favorite hobbies: game design and creative writing. None of these projects ever came to much, though. I would get really excited by the story of the game, but the mechanics always felt... flat. I didn't feel I was adding anything new to the genre.
I had to do some research. I played a wide variety of both professional and amateur gamebooks, trying to figure out what worked, what did not, what I enjoyed, and what I felt could be improved. The Fighting Fantasy Project was a particularly useful site, as was Project Aon, the attempt to make all the Lone Wolf books available for free online.
New Project
When I began to work on my newest design, Wings of Lightning, I tried to write a gamebook that drew upon the lessons that I had learned.
One of the key differences between Wings of Lightning and traditional gamebooks is the lack of dice. I had attempted to write WoL several times, always with various attempts at dice-based combat, and none of them worked. The problem was the Wings of Lightning was originally conceived of as an action-adventure video game, in the style of Legends of Zelda, God of War, and Shadow of the Colossus. Combat in such games revolves around patience, combos, and pushing one's luck to get in the last few hits. Dice just couldn't seem to emulate this.
Combat Evolved
I cast about for a mechanic that would mimic the fast-paced, brutal combat of God of War and Dante's Inferno. Dice were not working. What else could I use?
Many of my ideas seem to come during that blissful half-awake period when I am lying in bed waiting for my alarm to go off. During one such time, it occurred to me to use playing cards rather than dice. Playing cards have "memory," which in game terms means that the chances of achieving a certain outcome change over time as cards are depleted from the deck. Dice lack memory; previous rolls have no effect on future rolls.
I initially thought about having the player guess the color or suit of the top card of the deck, then revealing that card. A correct guess would mean a hit; an incorrect guess would therefore be a miss. Too many misses, and the player would receive a damage penalty. More hits would lead to better combos, thus encouraging the player to push his or her luck.
I liked this idea, because it would allow astute players to improve their accuracy over time. The more cards they revealed, the more information they would have about what cards remained, giving them a higher chance of guessing accurately.
It occurred to me, though, that a deck of cards has too many cards. Drawing four or five cards does not significantly alter the chances of drawing one suit or another. I had to limit the number of cards so that drawing even one card would significantly alter the chances of revealing one color or another. "Face cards!" I thought.
I tested the idea, and it seemed to work. Using only the 16 face cards (Jack, Queen, King, Ace), I could guess with a decent amount of accuracy the color of the top card.
What, then, to do with the remaining cards? "Enemy AI!" I thought.
For enemy attacks, I decided to use the numbers of the cards, rather than the colors. For each enemy, the player would simply reveal the top card of the deck. If the number on the revealed card was equal to or less than that enemy's Aim stat, the player would take a hit. It was fast, simple, and easy to understand.
After releasing an initial draft for viewing on boardgamegeek.com, some early testers helped me iron out some kinks on the system. (Shout out to Tony, Jessey, and Michael!)
First, the player wasn't interacting with the enemies enough. The enemies would either hit the player, or not, and the player could do nothing about it. I decided, then to utilize the "miss" cards that the player was accumulating anyway. The "miss" cards became "maneuver" cards. They would work the same way, in that too many maneuver cards would lead to a damage penalty, but they could also be used to cancel enemy damage. If an enemy hit the player, the player could cancel the damage by matching the revealed card with a maneuver card of the same suit. This added a nice extra layer of strategy, as players could deliberately miss in order to gain the suits they wanted to use to dodge enemy attacks.
Second, the idea of using guessing either colors or suits was too much. Colors were much easier; suits were just too difficult to guess consistently. So I ditched suits and went with colors only. The player only had to guess the correct color to get a hit.
Linear Story
Wings of Lightning was originally intended to be a video game. I had a very detailed plot laid out in my head, with several key characters playing important roles. The game was originally a sort of on-rails adventure, a la God of War or Dante's Inferno; there would be no wandering around looking for extra items or performing menial tasks for NPCs.
This meant that when I sat down to write WoL, I had to make a crucial decision. Instead of giving the player a lot of free reign over the story, with many branching paths and decision points, I decided to tell the story that I had already plotted. Wings of Lightning has a chapter structure traditionally found in novels, but not really seen in gamebooks. The player reads through and completes each chapter consecutively. He or she still makes choices, but ultimately the story will be the same each time.
There are pros and cons to this approach. On the one hand, the story will always be cohesive, and the characters consistent. I get to tell exactly the story I want to tell. On the other hand, once the player has completed the game once or twice, there is little incentive to replay. But WoL is intended as a free print-and-play game, and I don't think replay value is as important in a game that cost nothing.
Looking Ahead
Wings of Lightning is being designed for the 2012 Solitaire Print and Play Contest. Submissions must be complete by the end of July, which gives me about two weeks to wrap up the gamebook. I've been writing steadily, but some upheaval at work has been very draining, making it difficult to complete more than about a page a day.
Still, I am hopeful that I can complete a solid draft in time. I have outlined 10 chapters. The rules and chapters 1 and 2 are complete. Chapter 3 should be done by tomorrow evening. The biggest hurdle will be chapter 9 (assuming I stick to my outline), because it involves a very tricky plot twist. I think I can do it, with encouragement and dedication. Even if I don't manage to complete the game in time to submit to the contest, I definitely plan to finish the game before the end of the summer.
Then I'll get to work on the sequel: Horns of Thunder!
With the astounding rise of popularity in role-playing games in the late 70s and early 80s came a demand for role-playing adventures that could be played solitaire. After all, not every gamer could round up several friends and devote 4+ hours to a gaming session on a regular basis. But the craving for role-playing-style games was nigh insatiable.
Several major titles rose to meet this demand, notably the Fighting Fantasy series by Ian Livingstone and at least two different Steve Jacksons, and Lone Wolf by Joe Dever.
These gamebooks were designed to provide a single player with an RPG experience mimicking the popular mechanics of the time. There were stats to track, inventory lists, and most importantly, dice! The games played a bit like Choose Your Own Adventure books with dice-rolling. The player would make decisions, turn to paragraphs as instructed, and roll dice to see if they fail or succeed at various endeavors. The gamebooks essentially acted as GMs for the player.
I have attempted to write gamebooks on multiple occasions. They combine two of my favorite hobbies: game design and creative writing. None of these projects ever came to much, though. I would get really excited by the story of the game, but the mechanics always felt... flat. I didn't feel I was adding anything new to the genre.
I had to do some research. I played a wide variety of both professional and amateur gamebooks, trying to figure out what worked, what did not, what I enjoyed, and what I felt could be improved. The Fighting Fantasy Project was a particularly useful site, as was Project Aon, the attempt to make all the Lone Wolf books available for free online.
New Project
When I began to work on my newest design, Wings of Lightning, I tried to write a gamebook that drew upon the lessons that I had learned.
One of the key differences between Wings of Lightning and traditional gamebooks is the lack of dice. I had attempted to write WoL several times, always with various attempts at dice-based combat, and none of them worked. The problem was the Wings of Lightning was originally conceived of as an action-adventure video game, in the style of Legends of Zelda, God of War, and Shadow of the Colossus. Combat in such games revolves around patience, combos, and pushing one's luck to get in the last few hits. Dice just couldn't seem to emulate this.
Combat Evolved
I cast about for a mechanic that would mimic the fast-paced, brutal combat of God of War and Dante's Inferno. Dice were not working. What else could I use?
Many of my ideas seem to come during that blissful half-awake period when I am lying in bed waiting for my alarm to go off. During one such time, it occurred to me to use playing cards rather than dice. Playing cards have "memory," which in game terms means that the chances of achieving a certain outcome change over time as cards are depleted from the deck. Dice lack memory; previous rolls have no effect on future rolls.
I initially thought about having the player guess the color or suit of the top card of the deck, then revealing that card. A correct guess would mean a hit; an incorrect guess would therefore be a miss. Too many misses, and the player would receive a damage penalty. More hits would lead to better combos, thus encouraging the player to push his or her luck.
I liked this idea, because it would allow astute players to improve their accuracy over time. The more cards they revealed, the more information they would have about what cards remained, giving them a higher chance of guessing accurately.
It occurred to me, though, that a deck of cards has too many cards. Drawing four or five cards does not significantly alter the chances of drawing one suit or another. I had to limit the number of cards so that drawing even one card would significantly alter the chances of revealing one color or another. "Face cards!" I thought.
I tested the idea, and it seemed to work. Using only the 16 face cards (Jack, Queen, King, Ace), I could guess with a decent amount of accuracy the color of the top card.
What, then, to do with the remaining cards? "Enemy AI!" I thought.
For enemy attacks, I decided to use the numbers of the cards, rather than the colors. For each enemy, the player would simply reveal the top card of the deck. If the number on the revealed card was equal to or less than that enemy's Aim stat, the player would take a hit. It was fast, simple, and easy to understand.
After releasing an initial draft for viewing on boardgamegeek.com, some early testers helped me iron out some kinks on the system. (Shout out to Tony, Jessey, and Michael!)
First, the player wasn't interacting with the enemies enough. The enemies would either hit the player, or not, and the player could do nothing about it. I decided, then to utilize the "miss" cards that the player was accumulating anyway. The "miss" cards became "maneuver" cards. They would work the same way, in that too many maneuver cards would lead to a damage penalty, but they could also be used to cancel enemy damage. If an enemy hit the player, the player could cancel the damage by matching the revealed card with a maneuver card of the same suit. This added a nice extra layer of strategy, as players could deliberately miss in order to gain the suits they wanted to use to dodge enemy attacks.
Second, the idea of using guessing either colors or suits was too much. Colors were much easier; suits were just too difficult to guess consistently. So I ditched suits and went with colors only. The player only had to guess the correct color to get a hit.
Linear Story
Wings of Lightning was originally intended to be a video game. I had a very detailed plot laid out in my head, with several key characters playing important roles. The game was originally a sort of on-rails adventure, a la God of War or Dante's Inferno; there would be no wandering around looking for extra items or performing menial tasks for NPCs.
This meant that when I sat down to write WoL, I had to make a crucial decision. Instead of giving the player a lot of free reign over the story, with many branching paths and decision points, I decided to tell the story that I had already plotted. Wings of Lightning has a chapter structure traditionally found in novels, but not really seen in gamebooks. The player reads through and completes each chapter consecutively. He or she still makes choices, but ultimately the story will be the same each time.
There are pros and cons to this approach. On the one hand, the story will always be cohesive, and the characters consistent. I get to tell exactly the story I want to tell. On the other hand, once the player has completed the game once or twice, there is little incentive to replay. But WoL is intended as a free print-and-play game, and I don't think replay value is as important in a game that cost nothing.
Looking Ahead
Wings of Lightning is being designed for the 2012 Solitaire Print and Play Contest. Submissions must be complete by the end of July, which gives me about two weeks to wrap up the gamebook. I've been writing steadily, but some upheaval at work has been very draining, making it difficult to complete more than about a page a day.
Still, I am hopeful that I can complete a solid draft in time. I have outlined 10 chapters. The rules and chapters 1 and 2 are complete. Chapter 3 should be done by tomorrow evening. The biggest hurdle will be chapter 9 (assuming I stick to my outline), because it involves a very tricky plot twist. I think I can do it, with encouragement and dedication. Even if I don't manage to complete the game in time to submit to the contest, I definitely plan to finish the game before the end of the summer.
Then I'll get to work on the sequel: Horns of Thunder!
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