Saturday, March 28, 2020

Storium Basics: Narration Basics

One last article of "Storium Basics," here - this series has been focused on the player side, but I would be remiss in not addressing narration at least somewhat.

It's hard to spell out absolute basics for narration, and hard to really learn it without diving in and doing some narration. Unfortunately, there haven't really been good ways to get a beginner narrator game going the way we can for beginner players. But here, I'm going to try to give at least a general overview, and link to some articles that can develop things further. I highly encourage going through at least some of the articles I link to below, as there's just no way to adequately explore narration in one or more "basics" articles.

In Storium, a narrator is the person who is in charge of setting up the story, creating scenes, defining the story's focus, and in general guiding the story along. It is the narrator who creates the game's starting concept and advertises it to players, who selects the characters who will enter the story, and who creates the scenes and their challenges and outcomes to give players writing cues and situations to address.

Over the course of the game, the bulk of a narrator's time is going to be spent setting up scenes, and setting up challenges. Storium makes this pretty straightforward technically - it only takes a few clicks to set up a scene and start creating a challenge - but philosophically, it can be complex.

While scenes can be set up without challenges, the bulk of them in your average Storium game are going to focus on one or more challenges, and that's honestly how I encourage beginning narrators to think through their scenes: Focus on what challenges the scene is going to be about, and then work on the actual scene text. It may not work for everyone, but for me, I found starting out that starting with the mechanics and moving to the story text made my story text more focused.

So, let's start out with challenges.

I've always had a bit of a problem with that term: "Challenge." It puts Storium narrators in the mindset that these are things that are meant to "challenge" the players, in some sort of tactical sense. They aren't.

A challenge, in Storium, is simply a focal part of the story - a situation which can turn one way or another, and lead the story in different directions. One of those directions (the Strong outcome) feels better for the main characters or for the overall tale, and one (the Weak outcome) feels worse. There's nothing tactical about it. It's a writing cue.

When you set a challenge out, what you're saying is "this is the situation I want you to write about for this scene," or "this is the focus of this scene." Think about things in that mindset. You aren't trying to challenge the players - you're setting up something for their characters to deal with, but as far as the players go, you're just giving them something to write about.

A challenge can be one of two types: a Character, or an Obstacle. Mechanically, these work identically, and there's not much of a difference that I've found about them philosophically. I use the two types more to just keep things sorted than anything else. Conceptually, a character challenge is one that focuses on dealing with a specific character (or sometimes specific group), whether that be by communication or by combat or anything else. An obstacle challenge is one that focuses on other things that can get in the player characters' way or complicate the story, whether that be ancient artifacts, natural disasters, crumbling hallways, dangerous river crossings, corrupted magical energies, messy crime scenes, or anything else. Choosing the type of challenge you're making is more something to keep things sorted as you get a lot of cards, in case you want to pull out a challenge again later, and to highlight to players what the focus of a challenge is.

When you create a challenge, you're going to have to describe it. The challenge description will show up on the challenge card when players click on it in game. The purpose of the description is to give a basic overview of the challenge and help players understand its focus. If it is a character challenge, what is that character doing now, or what do they want now? How does the scene revolve around that? If is is an obstacle, what are its characteristics and how is it in the way? How does the scene revolve around that?

Once you've come up with a description (and, optionally, added a picture), you "Play" the challenge. This puts the challenge into the game, and brings up a new window where you'll set three things: points, strong outcome, and weak outcome. Let's take these in order.

The "challenge points" represent the number of cards which will need to be played on the challenge in order to complete it. One card equals one point, and a challenge can have anywhere from 1 to 9 points on it. So, if you set up a challenge with 4 points on it, the players will have to play 4 cards to complete it. This could come in various combinations - maybe 4 players each play 1 card, maybe 1 player plays 3 and another plays 1, maybe 2 players each play 2. What matters is that at the end, they've played 4 cards.

How do you determine how many points to put on a challenge? I think of two things.

First: the level of focus I want this situation to have. The more points a challenge has, the more moves it is likely to involve. If I set a challenge with a single point on it, no matter what, it will take only a single card to complete - which likely means it will be around for one move. If I set a challenge with three points, under default settings a player could complete it in one move, but it'd be a complex, multi-card move...and more than likely, it's instead going to be played across at least a couple different moves. If I set it as 4 points, under default settings, I'm guaranteeing that multiple moves will happen as no player can play that many cards in one move. And at 9? I've just defined it as a major, perhaps singular focus for the entire scene, a huge situation that will take many moves to get through and let players play a lot of their cards and explore a lot of elements of their characters.

The more points, then, the more focus the challenge receives in the story. If a challenge is important, if it provides a lot of opportunity for drama and interesting writing cues, and if the situation feels complex and fun to write about, add more points.

Second: the number of players I hope to see involved. I mentioned this a bit above, but by default, a player can play only 3 cards in a single move. What that means is that you, as narrator, can encourage challenges to involve more than one player - you just have to set the points at or above the upper limit of what a player can play. If you set a challenge at 1 or 2 points, you may end up with only one player playing it. If you set a challenge at 3 points, you're probably going to end up with more than one player playing on it - players, as they get more experienced, tend not to want to blow all their plays on one move. If you set a challenge at 4 points, you're guaranteeing  that more than one player will play on it, because one player can only play 3 cards. And if you set a challenge at, say, 7 points? Now you need three players to complete it. All by default card settings, of course.

The more points you put on a challenge, the more players will play on it - so, if things feel like they should take more group involvement to complete, or feel like good opportunities for character interaction among the heroes, put more points on them.

Be aware, though, that you have a point limit: You cannot put more points on challenges in a scene than the number of cards your players can play in that scene (because, after all, we want challenges to be completed). So if, say, you have 4 players who can each play 3 cards, you will have a point limit of 12 for that scene. If you put down a challenge with 9 points, that means you only have 3 points left for any other challenges you want to do in a scene.

Except...in my experience, it's actually not a good idea to use all of your points. If you do that, and one player is away or unable to play for a bit, you get yourself into situations where challenges can't be completed and you have to work around it, which can be detrimental to the game. So, my personal rule is to hold back one player's worth of points and not use it. At a basic level, then, if I have 4 players who can play 3 cards each, I hold back 3 points that I won't use: So instead of thinking of my limit as 12, I think of it as 9. So if I spend 9 points on a single challenge, then, I won't use those remaining 3 points that scene.

Now, once players have completed a challenge, they get to write the ending...and for that, they look to the appropriate outcome.

The outcomes, then, are the potential endings for the challenge. There are lots of different ways narrators have found to write outcomes, and I'm not going to delve too deeply here - suffice to say that you will find many of those in the links below - but let's look at the basics of them, in any case.

Your outcomes are the challenge's potential endings, and they come in two flavors on the challenge card: Strong and Weak. In both cases, what you're writing is a quick look at how the challenge ends...an overview of the ending, with room for the player to make it fit his character's actions and explore the specifics on his own.

You don't want to spell out every little detail here - you just want to give the players what needs to be in the story for that ending, or how the situation goes more in general. You want to lay out what's important, what needs to be specified, and let them play with the rest.

Now, as I mentioned, there's two different outcome types you'll be writing here: Strong and Weak. In general, the difference is simple: Strong is better for the player characters and the story situation than Weak.

Storium suggests that in general you use the following interpretation:
  • Strong outcomes mean that things worked out well for the players.
  • Weak outcomes mean that the situation was overcome but at a cost or with an interesting complication.
I agree.

This doesn't have to be what you do all the time, but it's a good philosophy to follow. Stories are most interesting when they keep moving forward, and they keep moving forward if, generally, the heroes are finding their way through situations. So, for Strong outcomes, I tend to write up outcome text that suggests an outright success for the heroes. Strong outcomes are pretty easy to understand how to write, honestly - I think we all get "the heroes succeed," right? The main thing to worry about for Strong outcomes is making sure to give them the proper amount of success - if it feels like something should be more involved and not fully resolved, that's fine - stories are full of really complex situations that can be resolved only in part. Just make sure your outcome text suggests that.

Weak outcomes can be more difficult to understand. For Weak outcomes, I tend to write outcome texts that still show the situation ending up resolved in their favor in some way, but with complications or costs, or that show the situation partially resolved in their favor but partially not.

This keeps the story moving forward, but perhaps even more importantly, it makes Weak outcomes often interesting for players - things they will intentionally decide to play towards at times. This is precisely what you want. You want your players to sometimes get Strong outcomes, and sometimes get Weak outcomes, and to be engaged with the story either way. An outright failure can be interesting, but more commonly, it serves as a brick wall that stops the story. If you outright fail to find evidence, well...where does the story go? But if you find the evidence just as the villain's big, burly henchman comes in to try to destroy it, and now you have to run away from him, well, that just added a new twist to the tale. Primarily use complications, costs, and partial successes, and you'll find that not only will the story move more smoothly, but the players will be interested in seeing the Weak outcomes come up.

The best experiences I've had in Storium, as a narrator, have been when I've played a challenge card into the game and players have looked at it and said, "Oh, wow - I hope this goes Weak!" I love that.

This is actually a technique that I've found in a lot of recent tabletop games. Fate uses it, and so does 13th Age, for two. You can find it under various names - Success at a Cost, Success with Complications, Fail Forward - but in all cases, the idea is that if the rolls don't go well for the players, the story should still move forward. In Storium, things are a little different - the players aren't depending on dice rolls or luck of any kind, and they may outright choose the Weak outcome - but the principle is similar: Keep the story moving forward, and keep things interesting for the players.

Again, this doesn't have to be your theme all the time. You can do a Weak outcome that's an outright failure on the part of the characters (note: the characters, not the players - never think of a Weak outcome as a failure on the part of the players, and never think of it as a punishment for them), and you can even do a Strong outcome that is a failure on the part of the characters, but a less painful one than the Weak. Those can and have worked for me. But by and large, stick to the philosophy above, and you'll have an easier time.

Now, there is one more outcome type: Uncertain. This comes up when the challenges comes out neutral, with equal numbers of Strength and Weakness cards played on it (or none of those, just neutral cards). When the Uncertain outcome comes up, it is your job to write an ending for the challenge, rather than the players'. This is easiest if you spend a little time thinking about things before the challenge starts, and leave yourself a little room "between" the Strong and Weak outcomes that you can use for your Uncertain, but that isn't the only way you can do them. Uncertain outcomes are a great chance to put in twists or send things a little sideways. For the most basic level, though...try to write something that feels "between" the Strong and Weak outcomes. You can get more advanced with these later and have more fun with them (see my article on Uncertain Outcomes for more on that!).

Now, it bears mentioning that you can have more than one challenge in a scene - either by playing more than one challenge to the game at once, or by playing a new challenge to the game as a continuation after the first challenge is resolved. The point limit I described above applies, but otherwise, it's up to you how you want to handle it. Just be careful: It's important not to have challenges that clash - if one outcome could prevent another simultaneous challenge from being resolved, they probably shouldn't be out there at the same time. And you don't want to undo the results of an earlier challenge, generally - so don't play a follow-up challenge whose outcomes will undo the outcome the players just got.

Once you've set up the challenges, then, it's time to write the scene's actual text. When you're doing that, use the challenges as your guide. What's going on? What's important? Those are the things you want to call out in the scene text. The challenge descriptions are the basics, but here is where you get to dress things up a little bit and make it actually exciting. If you've got a challenge about a charging army, for instance, you don't just write "the army charges" as your scene text. Delve into how it looks. How it sounds. How the army is equipped. How the player characters' allies, if any, are reacting.

What you're doing isn't just mechanically kicking things off, though that's part of it. What you're doing is setting the scene and giving the players things to use. This matters. Setting the scene with the enemy army charging, talking about how they're heavily armored and well-equipped, and how the players' allies look like they're about to break and run, is very different than if you describe the charge as that of a massive but untrained and poorly equipped rabble, and the players' allies as confident and heavily armored themselves. In the former, players are going to write moves about finding ways to blunt the dangerous charge or work around it and encouraging their side. In the latter, players are going to write about knocking back the charge and working with their confident allies. The tone of the challenge will be very different.

Your outcomes can affect this too, of course - I talk about this on the player side, but outcomes both describe the ending and set a range of things that can happen during the challenge - but your scene text is going to be a much larger impact.

Aside from just setting the tone, though, as I said...you're giving players things to use. Cues. A lot of narration is setting up cues. It's what you do in the challenge description, it's what you do in the outcomes, and it's what you do in the scene text. You leave openings for players to fill in the blanks. You give details that they can use to expand their storytelling. You lay the groundwork, the foundation, that they will build upon to complete the story of the challenge.

That's the basics of narration in a nutshell. Look...there's more, a lot more, but narration, at heart, is doing the above...over, and over, until the game is complete. A lot of the rest is style - there are a lot of different narration styles, a lot of different priorities, and a lot of different ways a narrator can make Storium work for them. I go into those a lot in the articles below.

Above all, remember: You are narrating to help the players draw out a story. It isn't your story...it's yours and the players'. Narrate to help them write. Narrate to make things interesting for them. Your job isn't to challenge them as players. Your job is to help them as writers. Have fun, be a fan of them, enjoy what they write, and look for ways to help them bring out the themes of their characters.

For more on narration, you can see the "Storium Narration" category overall, but here are some articles I particularly recommend:

Episode 35: My Kingdom For An App Is Live!

Ep 35: My Kingdom for an App is live!

https://soundcloud.com/user-989538417/episode-35-my-kingdom-for-an-app

Adam Loper and I talk about Tabletop Minions and finding opponents for your games.

Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer

Follow Adam and the Game For app on Twitter! @tabletopminions @iamgamefor

Game For app for iOS and Android https://iamgamefor.com/

Tabletop Minions Expo https://tabletopminions.org/tmx/ June 9th-10th, 2018

Try Audible for your free audiobook credit by going to http://audibletrial.com/tvwg

Tabletop Minions Youtube Channel https://www.youtube.com/user/tabletopminions

Tabletop Minions Facebook Page https://www.facebook.com/tabletopminions/

Tabletop Minions Paint Showcase Club Facebook Group https://www.facebook.com/groups/236901433338119/

Sam Lenz blog http://samsonminis.blogspot.com/

GenCon http://www.gencon.com/

Adepticon http://www.adepticon.org/

MOHISTORY show at Ft. Leonard Wood, MO. https://www.eventbrite.com/e/mohistory-tickets-41577851473

Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.

HOTT 52 - It's All About The Lines And Remembering The Rules Correctly!

I took a quick moment to knock out another game of HOTT over Friday night/Saturday morning. It was a quick game, as I'm starting to remember how things flow and the combat factors/modifiers. I did have one unique situation come up that I'm going to ask the "experts" on.

I have a whole gaggle of elements for orcs, goblins and humans. From these many stands, I can generate quite a few armies, so I have tables that I roll against. The biggest determining factor is if the army is mostly militia, mostly regular/professional (trained) or a mix of the two. 1d6 tells me who fights who! I also found that the "random" generation of terrain once again was lumping it into one side of the board, but I went with it. I am working on flatter replacements for HOTT.

So... how did this battle go?



Once again, a Human army was defending their stronghold against a force of Orcs and Goblins. The human commander sent their knights dashing to the left around the woods, in hopes to threaten the Bestial's right flank and peel off some of the elements from their long line.



The Orc Warchief had a similar idea and sent his goblin wolf riders dashing past the humans and the rough terrain that was ill suited for the woods-friendly goblins. They had an excellent view of the human stronghold and the human commander themselves!

  

The Orc Warchief details two elements of blades to confront the flanking knights. They are evenly matched and the Warchief prays to Moloch that his "Bloody Fangs" will rend human flesh! Meanwhile, the orc line starts to shift and expand, to hopefully overlap the humans!



The Warchief's prayers to Moloch fall on deaf ears, or the foul God was unimpressed, as the orc Blades fall to the human knights! Meanwhile, the orc line marches towards the humans and falls under their missile fire. Several units recoil from the casualties and the advance is blunted a bit.



Desiring to retake the initiative, the Warchief orders his troops to close to attack! The human commander decides to detail a warband to confront the flanking wolf-riders.



The battle goes badly for the attacking bestials! Orcs fall to the spears and blades of the defending humans and the warband destroys an element of the goblin riders! The goblin warband manages to turn to flank the human line, but the brave archers from a nearby village manage to hold them off! Desperate to regain some initiative, the Orc Warchief closes to give battle to the Knights, only to see his personal bodyguard driven back!



The casualties mount for the Bestials and the Warchief reluctantly orders the withdrawal of his forces from the field of battle. The humans cheer in victory - their losses were light and they'd given the Orcs a Bloody Nose instead of facing Bloody Fangs!


The dice told the story of this battle as well. The Orcs/Goblins lost 12 AP and the humans only lost 2 - a resounding victory! I expected the long line of the orcs would come into play, but the knights flanking and some timely shooting that resulted in the orc line splintering really set the tone of the final outcome.

That is something I like about HOTT, getting to the meat of the meal quickly!

My only question was regarding this one situation.



The humans attacked the Orc Blades (outlined in red) in a front/close the door flank attack. The orcs scored VERY well and forced the frontal human spear to recoil.

Now, at this point, I had forgotten about a rule in HOTT which I **JUST** remembered and confirmed right now...



So both the frontal and flanker should have recoiled, but I didn't recoil the flanker!

Instead, I became concerned as to whether the blades should turn to confront the flankers, or proceed forward towards the frontal spears. I made a dice roll and they turned to face the flankers. Who ended up destroying them anyway. So I guess I just answered my own question of which was the right choice in my own blog post.. NEITHER were the right choice. Duh. (smacks my forehead).

This is one of the reasons I'm not throwing in a lot of extra elements like magic, gods and the like for now... I just need to get the basic rules down!

I did get my 15mm Saxons for my human warband elements, to fill those empty Wb stands; they are jumping to the front of the painting line. I do need to buy a 15mm human mage, priest, and make some orc/goblin/human hero elements. THEN move on to more land elf, sea elf, chaos humans, kobold, halfling elements...

It never ends, does it. The madness. The obsession... *happy sigh*

Monday, March 23, 2020

Hiring: Audio Lead / Sound Designer



Title: Audio Lead / Sound Designer
Focus: Creating and implementing sounds, managing audio content
Type: Full-time, permanent
Last day to apply: Monday 15th of April 2019 /CLOSED
Location: Malmö, Sweden (Doing remote work from EU/EEA countries welcome)

You remember it: a faint rustle in your periphery, dragging footsteps around the corner, a raspy breath. You still break in cold sweat when you hear that high-pitched screech that means a monster is near. All the iconic soundscapes that make Frictional games what they are.

We are now looking for an experienced audio designer to work in-house and continue this tradition of keeping a new generation of gamers on their toes with lovingly designed, eerie and memorable soundscapes.


What will you work on?

We are quite a small team, but we consider that our selling point. As a sound designer you will get to work on everything from small effects to the overall mood of the project. This means your contribution will greatly influence how the final game sounds, feels and evokes emotions.

Here are some of the things you will be working on:
  • Collaborating with designers to create soundscapes, taking both artistic and gameplay aspects into account.
  • Being a part of designing the overall mood of the game.
  • Creating some of sounds used for our monsters, machines and other otherworldly noises using libraries, or from scratch if possible.
  • Creating sound effects timed with specific events and animations.
  • Refining events by working with both our map editor and scripting tools.
  • Researching various technical features needed to achieve certain effects.
  • Handling the music, either by creating it or working with a musician.
  • All in all, helping the game world come to life.

We also encourage working outside of your area of expertise, and always learning new things. The more areas of development you are willing and able to  take part in, the better! For example you are encouraged to participate in our fortnightly testing and leave feedback on other aspects of the game.


What are we looking for?

You have to be a European (EU/EEA) resident to apply.

The person we're looking for is creative, driven and self-sufficient. With a remote team such as ours, the ability to organise your own work is a fundamental skill.

We have recently set up a central hub in Malmö, Sweden, and will help you move to our seaside city if it suits your situation.

Here are some essentials we require:
  • Hardware and equipment to work with.
  • We don't expect you to have a fully equipped home studio, but enough to work on most of the sounds. Additional equipment can be provided if needed, but it is important that you have the hardware needed to start working.
  • At least one year of experience in audio production for games.
  • Good understanding of sound and music, and how they affect the player experience.
  • Ability to challenge yourself, make bold creative decisions, and try non-conventional things.
  • A critical approach to your work, with the ability to take a step back and reflect.
  • A strive for structure, efficiency, and clarity.
  • Strong self-drive and ability to organise your own work.
  • Interest in and ability to do research for interesting sound and music solutions.
  • Love for working on a variety of tasks.
  • Fluency in English.
And here are some more techie skills:
  • Familiarity with FMod or Wwise.
  • Basic knowledge in programming.
  • Basic knowledge of creating maps in a level editor.
If you want to impress us:
  • Love for horror, sci-fi, and narrative games.
  • A major role in completing at least one game.
  • Experience in level design.
  • Strong game design skills.

What do we offer?

We make games, because that's what we love. But we know there are other things we love, like playing games, taking part in sports, or spending time with our families. We believe a healthy balance between work and life reflects positively on your work, which is why we don't encourage crunch.

We also offer:
  • Flexible working hours.
  • Opportunities to influence your workflow.
  • Variety in your work tasks, and ability to influence your workload.
  • Participation in our internal game Show & Tell sessions, so you'll have input into all aspects of the game.
  • Social security and holidays that are up to the Swedish standards.
  • An inclusive and respectful work environment.
  • An office in central Malmö you can use as much as you please.
  • Fun workmates, game and movie nights, and other outings!

Apply!

If all of the above piqued your interest, we would love to hear from you! Send us your application 15th of April the latest - but the sooner, the better!

Please attach your:
  • Cover Letter 
    • Why should we hire YOU?
  • CV
  • Link to your portfolio site
  • Link to a video reel demonstrating sound design abilities
  • A document describing a game soundscape you have worked on. Please write about the following:
    • What you worked on.
    • What you were going for with the design.
    • What went well in the project and what you would prefer to change in retrospect.
Please note that we require all the attachments to consider you.

Send your application to apply@frictionalgames.com!




Wonder how we hire? Read our blog on How we hire at Frictional Games.
What kind of application are we looking for? Read our blog on Writing the best application for a Frictional Games job.

Want to know how sounds were made in the days of Amnesia: The Dark Descent? Check out the video starring our old sound designer Tapio Liukkonen below.





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By sending us your application, you give us permission to store your personal information and attachments.

We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.

Friday, March 20, 2020

My Presentation For DIGRA 2018 - Playing With A Brand: The Brazilian McDonald's Paper Tray Case

I want to share my expanded abstract for DIGRA conference 2018. I'll be in Turin in the next week for the event. =)

• • •

Playing with a brand: the Brazilian McDonald's paper tray case

Keywords:
McDonald's, board game, Facebook bot, paper tray, marketing

Taking communication, marketing and entertainment as leading and intertwining landmarks of contemporary culture, this paper discusses an advertising piece from Brazilian McDonald's restaurants, which uses a gaming interface to cast a branding message to its consumers. Acknowledging the prominence of digital networks in today's mediapolis (Silverstone 2006), where mass self communication (Castells 2009) poses new challenges to understanding current modes of sociability and consumption, our focus will be directed to one promotional board game presented in the paper used to protect the food tray in McDonald's Brazilian restaurants. Created by the Brazilian advertising agency DPZ&T and launched in October 2017, the game uses a "race to the end" mechanic and could be played from one to four players using a Facebook bot.


Figure 1: McDonald's promotional paper tray using a board game with a Facebook bot interaction.

To play the game, one player must scan the special code using the app "Facebook Messenger" in their smartphone. The code starts a special bot that sends quizzes, enigmas, and trivia questions about McDonald's to the players. Each correct answer allows players to advance their pawn in the trail. The player who wins the race receives one special chance to earn a prize (pack of French fries, ice cream etc.) from McDonald's.

In the first part of the presentation, following the thoughts of Fullerton et al. (2008 15-16), we analyze the game design process for a promotional game. Based on information provided by the agency, we discuss the conceptual stage and the necessity to align gameplay with the marketing message; we also discuss how a prototype is created in this case, and how the beta test sessions occurred. In the end, we present technical information about how the final version is implemented with the interface between the board game (in the paper tray) and the Facebook bot (in the smartphone).

In the second part of the presentation, we highlight the strategic use of entertainment languages by companies in their marketing campaigns in the contemporary scenario, and how social media and mobile devices contribute to accelerate the process in this ecosystem. Following the idea that the quotidian is filled with playgrounds (Bogost 2016) where we can access entertainment anytime/anywhere, we discuss how companies like McDonald's are managing these aspects to promote brand and sell products.

In conclusion, we present data and results from the McDonald's paper tray board game. Since the game uses a digital interface, it is possible to collect data from the players, geo-locating information and inserting questions about the brand to test how players know about the company. We discuss how these data collected can be used in future campaigns or new promotional actions using games.

BIO: Vicente Martin Mastrocola, PhD. works as a graduation level teacher at ESPM São Paulo (Brazil); Vicente also works as a game designer, developing games for mobile platforms and analogical board games/card games. In the first semester of 2016, he studied at Paneurópska vysoká škola (Paneuropean University) in Bratislava (Slovakia) as part of his doctorate research.



BIBLIOGRAPHY

Adams, E.; Rollings, A. (2009). Fundamentals of game design. New Jersey: Pearson Prentice Hall.
Bogost, I. (2016). Play anything: the pleasure of limits, the uses of boredom, & the secret of games. New York: Basic Books.
Bogost, I. (2010). Persuasive Games: The Expressive Power of Videogames. Cambridge: MIT Press.
Castells, M. (2009). Communication Power. Oxford: Oxford Press.
Fullerton, T., et al. (2008). Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann Publishers.
Silverstone, R. (2006). Media and Morality: on the rise of the mediapolis. Cambridge, UK: Polity Press.

#GoGamers

Thursday, March 19, 2020

A LITTLE CATCHING UP MAY BE IN ORDER



I decided that it might be helpful to go over some of what goes on in the background as it may help shed a light on the next post of 'THE STATE OF DFG AS A BUSINESS AND WHERE TO GO', as well as provide some insight on where the hell has Mark been and why I have made some of the decisions I will talk about in the next post, or two or three…..

Some have asked if DFG is still in business, yes we are, and what you see available on the store is in stock and ready to ship. We did pull out of the supply chain late last year, which I will go over in this post and the next couple of posts. 

Some have said, that I should have kept my customers in the loop and posted about the good and the bad.
Yes, he's right... Hopefully the next few posts will help shed some light on that aspect.


What has happened since WGF closed its retail side. The last 2 years have been packed with educational opportunities.
 

Old news with some insight:

WGF shutters it sales end, I take over distribution, while this is in progress there were some talks with a company about taking over the line, this did not come to fruition. We simply ran out of time as the product needed to be in a new home before WGF closed out its US warehouse. There is some time spent setting up the infrastructure, warehouse, etc. Setting up Website interfaces for wholesale ordering, which was pretty much a waste of time as most wholesalers/Retailers would much prefer to send an order in, in whatever format their system kicks out.


Once the dust settled a bit. I started tracking sales closely, place a restock order for some products that are running very low and wait for the restock…and wait…. Eventually they arrive with a couple of new releases that I know will not have much of an effect on the bottom line or excitement. The molds had already been cut and it was a good test for a rather lackluster release to see what that looked like. This was an important test for me, I knew it was going to be a soft release and I knew that I had to plan for such releases to happen now and then. Its not that I wanted them to fail, I just knew they would not be big hits, as did the supply chain. This would give me a base line and let me know what was at risk form an investment standpoint if a release just did not take, I will just say, its not pretty and leave it at that….


Exploring possibilities:
Sufficed to say, there have been a LOT of false starts, exploring possibilities that eventually come to a decision not to peruse the opportunity This is often not anyone's fault, just two parties feeling out the opportunities and seeing if there is a way to make something happen. In the end it comes down to a dollars and cents business decision. Most of the time one party or both is simply not in the position at that moment to monopolize on the opportunity. Some explorations are covered by NDA and even those that are not, I will not be going into details about who and what, etc.

Between the time I took over distribution and now, I have explored with various entities many possible business opportunities, some of these took days, some, months. It just depended on where the conversation took us and what possibilities were on the table.
I am quick to 'pick up the phone' and chat with anyone about possibilities I am also quick to get down to remuneration, although this aspect often takes some time to work out details. End of the day, everyone involved needs to be compensated in one way or another.

Then we come to 2017:
I finalize a few files for production (StuG tank, Shadokesh and Ferals) and start exploring other manufacturing avenues… (more on why later) Finding a proper manufacture takes a great deal of time a load of back and forth and some minor testing to at least make sure each possibility is viable from a cost and quality standpoint.

That damn bottom line:
I had one last the opportunity to explore a partnership possibility with a very nice, energetic and competent individual, that honestly would have been a breath of fresh air. 
Still being in distribution, I had reservations about the profit margins and the ability to provide a fair return to the partner. Entering into that kind of arrangement needs to be good for everyone involved and I could not see a way to guarantee that individual a fair return on investment, so I thought it best not to proceed with that avenue.

I already knew that things had stalled a long time ago but looking at this from strictly a bottom line perspective after exploring the partnership possibility, the margin concerns, now brought into full view, cemented the path forward. I decided late in the year to remove my products form distribution, as I could not see a way to release new products at reasonable price to my customers and still satisfy the supply chain discounts. This was a rather painful decision as it meant leaving behind long standing relationships to try and forge a path forward.

When it comes to many of my retail customers, I have known many of these individuals for quite a while, corresponding with them and sending out marketing packets for releases, teasing products and sending out samples for review, etc. Some of the direct retailer contacts were the best experiences I have had…. They have all been very good to me and if I had the ability to do so and not drop into the red, I would still be selling to them. Having said that, I would not be talking so openly right now either, I understand promises, expectations and statements need to be tethered as you are in a business relationship that is mutually beneficial and that setting them up for failure you are setting yourself up as well.

Add the normal life things, a home remodel performed on the cheap by yours truly and other such things and the year slipped on by before I had a chance to say hello to it.

Full Throttle: Remastered (PC) - Part 1

Full Throttle Remastered title screen
Remastered - Developer:Double Fine|Release Date:2017|Systems:Win, PS4, PS Vita
Original Game - Developer:LucasArts|Release Date:1995|Systems:MS-DOS, Win & Mac OS

This week on Super Adventures, it's the legendary LucasArts classic, Full Throttle! Remastered!

It seemed like a good time for me to get around to this one, with the original game's 25th anniversary being just around the corner. It came out on April 20th so I'm a month early, but Super Adventures is taking a break during April (and May) so I'm playing it now.

I've played the classic Full Throttle before, in fact I've beaten the game, but I've forgotten almost everything about it since then. I'm fairly sure I used a guide to get through it, but that doesn't necessarily mean anything. I used guides all the time back then, because assumed I wouldn't make it though a game without them.

I do know one thing about the game though: it actually sold pretty well, better than any LucasArts adventure that came before it (but maybe not as well as The Dig), which the company appreciated as it also cost a fortune (though maybe not as much as The Dig). It's possible that all the expensive CD-filling cutscenes were the reason the game was such a big hit for them, though some have theorised it was actually because it had a big explosion on the box art.

Okay, I don't usually do SPOILER warnings on Super Adventures, but I'm going to play through the first third of the game and spoil a big chunk of the puzzles and story, so you might not want to read this if you haven't played through it before.

Read on »

28Mm Village Sections

New Russian Villages:
I've made up a few Russian village sections for WWII (although they'd do fine for Napoleonic too) These are mostly MDF kits from "Things From The Basement" in the USA with a few more extra bits from the excellent Charlie Foxtrot models here in the UK
Love these...2 cabins, and high fences
All lovely models, easy to construct, and fun to paint. One of the things which attracted me to them was how there are very few lugs on display - most MDF kits have these rather unsightly points where the various bits fit together- These don't- makes them look so much better- I thought it would be more fun to put these together as based village units, to allow a little bit more detailing and customisation. 
Simple Russian barn, but will do for pretty much anywhere
Pigs.....
Couldn't resist this...the little pigsty base is from TFTB, pigs from Pegasus
Small cabin, rough fencing- Warlord Russians!
The bases are all slightly different sizes, but generally about 10' square, big enough to make an impact on the wargames table and to allow the addition of more "stuff" to pretty them up

Larger Villa with small garden
These are for sale....feel free to contact me if you wish for prices etc- I'm going to be making a lot more terrain and buildings over the next few months, if you have a specific request just ask, or keep an eye out here or look for CAC terrain on facebook

Smaller cabin and woodshed by Charlie Foxtrot, Everything else from TFTB. Love the well.