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Emotions
on the
chessboard
Designing a better political game
by 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 giants
Keynote:
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 forwards
o flashbacks
● Cut scenes
● Focus scenes
o managing spotlight
o monologues
o commentary
● Scene structure
o changing scenes
drama is life with the boring bits cut out
Structure of the story
● Linear storytelling
o Act structure - escalating the conflict
o Scripted events
o Fate play
● Branching storytelling
o Player choice
o Pivot points
● Marble storytelling
The beginning
● Flying start (in media res)
o players in action poses
o scripted scenes
● Slow start
o eg. dinner, formal introduction, opening speech
● Planning the beginning of each act
The ending
● Ending event
o expected or unexpected
o pre-planned or based on in-game decisions
o a single event or full epilogue
● Slow ending
o Time to wrap things up
o 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 commentary
o emulating mass-media
● Participating audience in a political larp
o emulating the electorate
● Showing cause and effect
o 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 Morality
o Emotions
o Different POVs (including personal bias)
● Fleshing out characters using cultural
references
A Song of Ice and Fire:
an example how calculated intrigue is interwoven
with pettiness, vice and lack of judgement.
Iconic characters
Playing to lose
● Redefining winning
o setting characters’ priorities
● Enforcing failure with game mechanics
o failure triggered by fate play
● The joy of failure
o 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 message
o corruption of communication, information noise
● Fog of war
o obfuscating the actions of others; decisionmaking
based on limited information
Reinventing interaction (cont.)
● Internet wall
o bulletin board communication; global
announcements
● Retconning
o filling in blanks and fleshing out roughly sketched
relations
● Liquor on the table
o discreet cues to intensify play
Reinventing interaction (cont.)
● Two-faced politicians
o using masks as props
● Shadows
o 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 contest
o vote
o bid for areas of influence
● Purchasing favors
o social currency
o triggering fate (fate play)
Crossing genres
● Action
o simulated violence
o physical challenges
● Mystery
o puzzle or riddle solving
o piecing together the clues
o skill challenges
● Horror
o 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!

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Emotions on the chessboard

  • 1. Emotions on the chessboard Designing a better political game by Paweł Jasiński
  • 2. 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
  • 3. On the shoulders of giants Keynote: 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.
  • 4. Breaking with unity ● Different locations ● Time jumps o flash forwards o flashbacks ● Cut scenes ● Focus scenes o managing spotlight o monologues o commentary ● Scene structure o changing scenes drama is life with the boring bits cut out
  • 5. Structure of the story ● Linear storytelling o Act structure - escalating the conflict o Scripted events o Fate play ● Branching storytelling o Player choice o Pivot points ● Marble storytelling
  • 6. The beginning ● Flying start (in media res) o players in action poses o scripted scenes ● Slow start o eg. dinner, formal introduction, opening speech ● Planning the beginning of each act
  • 7. The ending ● Ending event o expected or unexpected o pre-planned or based on in-game decisions o a single event or full epilogue ● Slow ending o Time to wrap things up o Cool down
  • 8. 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
  • 9. Adding perspective ● Adding a narrator or outside commentary o emulating mass-media ● Participating audience in a political larp o emulating the electorate ● Showing cause and effect o two linked larps on different power levels
  • 10. Reinventing the characters ● Proper character: o confrontational (gamist) o believable (simulationist) o with dramatic potential (dramatist) ● Pragmatism is overrated. Emphasise: o Morality o Emotions o Different POVs (including personal bias)
  • 11. ● Fleshing out characters using cultural references A Song of Ice and Fire: an example how calculated intrigue is interwoven with pettiness, vice and lack of judgement. Iconic characters
  • 12. Playing to lose ● Redefining winning o setting characters’ priorities ● Enforcing failure with game mechanics o failure triggered by fate play ● The joy of failure o rewarding failure with advancing the story ● Assymetry ≠ imbalance it was worse than a crime; it was a blunder
  • 13. Reinventing interaction ● Red telephone o communication bottleneck, indirect communication ● Pass the message o corruption of communication, information noise ● Fog of war o obfuscating the actions of others; decisionmaking based on limited information
  • 14. Reinventing interaction (cont.) ● Internet wall o bulletin board communication; global announcements ● Retconning o filling in blanks and fleshing out roughly sketched relations ● Liquor on the table o discreet cues to intensify play
  • 15. Reinventing interaction (cont.) ● Two-faced politicians o using masks as props ● Shadows o attaching players (in-game or meta-game) as “advisors” to other characters
  • 16. Mechanics of interaction ● Non-violent conflict resolution o domination - Ars Ordo ● Establishing hierarchy o contest o vote o bid for areas of influence ● Purchasing favors o social currency o triggering fate (fate play)
  • 17. Crossing genres ● Action o simulated violence o physical challenges ● Mystery o puzzle or riddle solving o piecing together the clues o skill challenges ● Horror o power exchange
  • 18. Working with the players ● Co-creation ● Workshops ● Prologue ● Black box (meta-room)
  • 19. Good luck with your game, and remember: Think outside the box!