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	<title>Comments on: Screwing with &#8220;The Industry&#8221;</title>
	<atom:link href="http://kallistipress.com/2006-06-09/screwing-with-the-industry/feed/" rel="self" type="application/rss+xml" />
	<link>http://kallistipress.com/2006-06-09/screwing-with-the-industry/</link>
	<description>Games for the Prettiest One</description>
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		<title>By: Brain Dump &#187; Blog Archive &#187; New publishing models: Agora</title>
		<link>http://kallistipress.com/2006-06-09/screwing-with-the-industry/comment-page-1/#comment-23370</link>
		<dc:creator>Brain Dump &#187; Blog Archive &#187; New publishing models: Agora</dc:creator>
		<pubDate>Fri, 09 May 2008 05:31:48 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-06-09/screwing-with-the-industry/#comment-23370</guid>
		<description>[...] that it&#8217;s only fair that I&#8217;m using Josh&#8217;s game as an example here since it was a blog post of his that this little article is in response to. Okay, this next part could give you some context, but [...]</description>
		<content:encoded><![CDATA[<p>[...] that it&#8217;s only fair that I&#8217;m using Josh&#8217;s game as an example here since it was a blog post of his that this little article is in response to. Okay, this next part could give you some context, but [...]</p>
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		<title>By: Former I'm Comics Employee</title>
		<link>http://kallistipress.com/2006-06-09/screwing-with-the-industry/comment-page-1/#comment-12154</link>
		<dc:creator>Former I'm Comics Employee</dc:creator>
		<pubDate>Sat, 04 Aug 2007 03:43:19 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-06-09/screwing-with-the-industry/#comment-12154</guid>
		<description>Can this blog contain the only reference to I&#039;m Comics on the web? Here&#039;s a little shout-out to Irv, Maury, Phil, Darren, Virgil, John, Kevin, Sergio, Nick, and the rest (apologies to the names I&#039;m forgetting at the moment).</description>
		<content:encoded><![CDATA[<p>Can this blog contain the only reference to I&#8217;m Comics on the web? Here&#8217;s a little shout-out to Irv, Maury, Phil, Darren, Virgil, John, Kevin, Sergio, Nick, and the rest (apologies to the names I&#8217;m forgetting at the moment).</p>
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		<title>By: Joshua BishopRoby</title>
		<link>http://kallistipress.com/2006-06-09/screwing-with-the-industry/comment-page-1/#comment-4204</link>
		<dc:creator>Joshua BishopRoby</dc:creator>
		<pubDate>Thu, 15 Jun 2006 21:12:50 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-06-09/screwing-with-the-industry/#comment-4204</guid>
		<description>Travis, I know both &lt;em&gt;can&lt;/em&gt; be played online, but I&#039;m thinking that they both lose something in the transition (and potentially gain something different).  Believe me, I&#039;m a veteran of a lot of online roleplaying, and while it certainly enables you to do some things better (depth of expression, for instance), even I&#039;ve got to admit that it&#039;s sadly lacking in other things (visceral nonverbal reactions of fellow players).

Teleconferencing may equalize some of those things, true.  I&#039;m still waiting for my immersive VR world, though.</description>
		<content:encoded><![CDATA[<p>Travis, I know both <em>can</em> be played online, but I&#8217;m thinking that they both lose something in the transition (and potentially gain something different).  Believe me, I&#8217;m a veteran of a lot of online roleplaying, and while it certainly enables you to do some things better (depth of expression, for instance), even I&#8217;ve got to admit that it&#8217;s sadly lacking in other things (visceral nonverbal reactions of fellow players).</p>
<p>Teleconferencing may equalize some of those things, true.  I&#8217;m still waiting for my immersive VR world, though.</p>
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		<title>By: Travis Casey</title>
		<link>http://kallistipress.com/2006-06-09/screwing-with-the-industry/comment-page-1/#comment-4203</link>
		<dc:creator>Travis Casey</dc:creator>
		<pubDate>Thu, 15 Jun 2006 20:33:45 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-06-09/screwing-with-the-industry/#comment-4203</guid>
		<description>Well, actually... Capes was partially playtested online, through IRC.  I was one of the playtesters, and it worked out quite well; Tony posted logs of some of the IRC playtest sessions in Actual Play.

And people play Diplomacy by email, by message board, etc.  Indeed, the first Diplomacy game I ever saw actually played was done in my college dorm, with people submitting their &quot;moves&quot; to a GM by writing them down and putting them in an envelope.  It was very interesting, since there were mysteries about who was playing whom.  (In some ways, that added to the fun, since it sparked a subgame of &quot;let&#039;s try to figure out who&#039;s playing what&quot;.)

The main limit I&#039;ve seen on social interaction via computer is the speed -- when everyone&#039;s having to type out their comments, it&#039;s hard to get the bang-bang-bang interplay that you can get in real life.  That, though, is mostly a keyboarding limit; I&#039;ve played in an online D&amp;D game where we were all talking via a conference call (one of the players worked for the phone company) while at the same time using a program designed for playing games online (so we had a virtual map &amp; minis), and we were able to get that sort of interplay (plus voice acting!) by doing that.  It still wasn&#039;t quite the quality of a face-to-face game, but as teleconferencing grows, we&#039;ll be able to get closer and closer to that.</description>
		<content:encoded><![CDATA[<p>Well, actually&#8230; Capes was partially playtested online, through IRC.  I was one of the playtesters, and it worked out quite well; Tony posted logs of some of the IRC playtest sessions in Actual Play.</p>
<p>And people play Diplomacy by email, by message board, etc.  Indeed, the first Diplomacy game I ever saw actually played was done in my college dorm, with people submitting their &#8220;moves&#8221; to a GM by writing them down and putting them in an envelope.  It was very interesting, since there were mysteries about who was playing whom.  (In some ways, that added to the fun, since it sparked a subgame of &#8220;let&#8217;s try to figure out who&#8217;s playing what&#8221;.)</p>
<p>The main limit I&#8217;ve seen on social interaction via computer is the speed &#8212; when everyone&#8217;s having to type out their comments, it&#8217;s hard to get the bang-bang-bang interplay that you can get in real life.  That, though, is mostly a keyboarding limit; I&#8217;ve played in an online D&amp;D game where we were all talking via a conference call (one of the players worked for the phone company) while at the same time using a program designed for playing games online (so we had a virtual map &amp; minis), and we were able to get that sort of interplay (plus voice acting!) by doing that.  It still wasn&#8217;t quite the quality of a face-to-face game, but as teleconferencing grows, we&#8217;ll be able to get closer and closer to that.</p>
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		<title>By: Joshua BishopRoby</title>
		<link>http://kallistipress.com/2006-06-09/screwing-with-the-industry/comment-page-1/#comment-4200</link>
		<dc:creator>Joshua BishopRoby</dc:creator>
		<pubDate>Wed, 14 Jun 2006 20:24:49 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-06-09/screwing-with-the-industry/#comment-4200</guid>
		<description>&lt;em&gt; The computer doesn’t create real life, face to face social interraction.&lt;/em&gt;

Exactly, Frank.  &lt;em&gt;Capes&lt;/em&gt; is a highly tactical game, but I don&#039;t think we&#039;ll see that online anytime soon, because a good portion of &lt;em&gt;Capes&lt;/em&gt; play involves interacting (provoking) your fellow players, and that&#039;s very difficult over an internet connection (at least difficult to do productively).  It&#039;s the &lt;em&gt;people&lt;/em&gt; that the game&#039;s about.  It&#039;s what distinguishes Diplomacy from Axis &amp; Allies -- A&amp;A online is exactly the same; Diplomacy online loses most of its appeal.</description>
		<content:encoded><![CDATA[<p><em> The computer doesn’t create real life, face to face social interraction.</em></p>
<p>Exactly, Frank.  <em>Capes</em> is a highly tactical game, but I don&#8217;t think we&#8217;ll see that online anytime soon, because a good portion of <em>Capes</em> play involves interacting (provoking) your fellow players, and that&#8217;s very difficult over an internet connection (at least difficult to do productively).  It&#8217;s the <em>people</em> that the game&#8217;s about.  It&#8217;s what distinguishes Diplomacy from Axis &#038; Allies &#8212; A&#038;A online is exactly the same; Diplomacy online loses most of its appeal.</p>
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		<title>By: Frank Filz</title>
		<link>http://kallistipress.com/2006-06-09/screwing-with-the-industry/comment-page-1/#comment-4199</link>
		<dc:creator>Frank Filz</dc:creator>
		<pubDate>Wed, 14 Jun 2006 18:27:57 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-06-09/screwing-with-the-industry/#comment-4199</guid>
		<description>&lt;i&gt;One of the best quotes in the article comes from Jeff Tidball, who says: “You can divide roleplayers into two general camps based on style of play, with smash-and-grab-and-level-uppers on one side, and everyone else (storytellers, world-builders, wanna-be novelists, etc.) on the other. The first, much larger, group is now — with current network and console technology — much better served by computer RPGs than tabletop RPGs. The computers are just plain better and faster at the game experience they want.” I think he’s spot-on. For tactical challenge, second-to-second action and suspense, and even the wonder of exploring exotic locales, computer games have RPGs beat. I’m not particularly disturbed by this; it’s a lot like saying “For creaming butter and making mashed potatoes, electric blenders have RPGs beat.” MMOs and computers do that stuff better than we can; let them. We do other stuff better.&lt;/i&gt;

Hmm, if this part was really true, the board game would be in danger of obsolescence also. A computer can (and does) facilitate board game play quite nicely. Except for one thing the computer CAN&#039;T DO. The computer doesn&#039;t create real life, face to face social interraction. Oh, another thing the computer can&#039;t do. It can&#039;t give you 3-d miniatures that you can hold in your hand (notice how much D20 has become a miniatures game...).

Now perhaps the next generation will be sucked into computer games that they never meet face to face. And I shudder to think what that would say for society. But you know what, I trust that people will continue to seek out face to face interraction, and some of that face to face interraction will be to play games.

Frank</description>
		<content:encoded><![CDATA[<p><i>One of the best quotes in the article comes from Jeff Tidball, who says: “You can divide roleplayers into two general camps based on style of play, with smash-and-grab-and-level-uppers on one side, and everyone else (storytellers, world-builders, wanna-be novelists, etc.) on the other. The first, much larger, group is now — with current network and console technology — much better served by computer RPGs than tabletop RPGs. The computers are just plain better and faster at the game experience they want.” I think he’s spot-on. For tactical challenge, second-to-second action and suspense, and even the wonder of exploring exotic locales, computer games have RPGs beat. I’m not particularly disturbed by this; it’s a lot like saying “For creaming butter and making mashed potatoes, electric blenders have RPGs beat.” MMOs and computers do that stuff better than we can; let them. We do other stuff better.</i></p>
<p>Hmm, if this part was really true, the board game would be in danger of obsolescence also. A computer can (and does) facilitate board game play quite nicely. Except for one thing the computer CAN&#8217;T DO. The computer doesn&#8217;t create real life, face to face social interraction. Oh, another thing the computer can&#8217;t do. It can&#8217;t give you 3-d miniatures that you can hold in your hand (notice how much D20 has become a miniatures game&#8230;).</p>
<p>Now perhaps the next generation will be sucked into computer games that they never meet face to face. And I shudder to think what that would say for society. But you know what, I trust that people will continue to seek out face to face interraction, and some of that face to face interraction will be to play games.</p>
<p>Frank</p>
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		<title>By: Fang Langford</title>
		<link>http://kallistipress.com/2006-06-09/screwing-with-the-industry/comment-page-1/#comment-4198</link>
		<dc:creator>Fang Langford</dc:creator>
		<pubDate>Tue, 13 Jun 2006 21:48:44 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-06-09/screwing-with-the-industry/#comment-4198</guid>
		<description>Hey Joshua,

Great essay!  I completely agree with what you&#039;re saying.  I used to try and make the same point in the past.  The game I have was initially designed specifically to target the not-gamer crowd.  I&#039;m so glad that you&#039;ve had so many better ideas than I.  (I can steal them now, eh?)

&lt;i&gt;As to the question of complexity, it does present an interesting problem. If we ditch the bigass book, what are we selling? Pamplets don’t go for $15-20&lt;/i&gt;

Actually we came up with a whole tiered set up based on some working models (and presaging another).  I had this idea to &lt;i&gt;give away&lt;/i&gt; pamphlet versions of Scattershot; one for core mechanics, one for Gming, one for spell casting, one for cybernetics and et cetera.  We&#039;d give these out at any event we showed up for.

On the publishing side, we wanted to license content differently than RPGs have in the past; instead of coming out with a game based on...say, Goosebumps books, we&#039;d come out with a Goosebumps (-like) book with micro-mechanics in the back.  We also planned on genre-narrow &#039;splat books&#039; for gaming stores (shows how dated I am).  GURPS eventually went this way including &#039;lite&#039; rules in each book.

Ultimately all &#039;versions&#039; of our game would drive sales back to a series of twelve more comprehensive books (which apparently TSR went for with the D20 thing).  We wanted to place product on shelves right next to our licensees using the same format (when possible - yes, that&#039;d mean an RPG on a DVD too).  By streamlining and simplifying the mechanics and the processes to get them out of the world of computer science majors, we felt we&#039;d have a stable enough package that we could patch onto licensed material or fad genres, that we could produce as fast as the fads passed.

I detailed this stuff (http://www.indie-rpgs.com/forum/index.php?topic=979.msg9179#msg9179) on the Forge quite often (http://www.indie-rpgs.com/forum/index.php?topic=420.msg3869#msg3869), but it wasn&#039;t the right place for it.

I may yet resurrect the project, but the current online and POD publishing world will require a whole new approach.

Thanks for the essay, I find it invaluable.

Fang Langford</description>
		<content:encoded><![CDATA[<p>Hey Joshua,</p>
<p>Great essay!  I completely agree with what you&#8217;re saying.  I used to try and make the same point in the past.  The game I have was initially designed specifically to target the not-gamer crowd.  I&#8217;m so glad that you&#8217;ve had so many better ideas than I.  (I can steal them now, eh?)</p>
<p><i>As to the question of complexity, it does present an interesting problem. If we ditch the bigass book, what are we selling? Pamplets don’t go for $15-20</i></p>
<p>Actually we came up with a whole tiered set up based on some working models (and presaging another).  I had this idea to <i>give away</i> pamphlet versions of Scattershot; one for core mechanics, one for Gming, one for spell casting, one for cybernetics and et cetera.  We&#8217;d give these out at any event we showed up for.</p>
<p>On the publishing side, we wanted to license content differently than RPGs have in the past; instead of coming out with a game based on&#8230;say, Goosebumps books, we&#8217;d come out with a Goosebumps (-like) book with micro-mechanics in the back.  We also planned on genre-narrow &#8217;splat books&#8217; for gaming stores (shows how dated I am).  GURPS eventually went this way including &#8216;lite&#8217; rules in each book.</p>
<p>Ultimately all &#8216;versions&#8217; of our game would drive sales back to a series of twelve more comprehensive books (which apparently TSR went for with the D20 thing).  We wanted to place product on shelves right next to our licensees using the same format (when possible &#8211; yes, that&#8217;d mean an RPG on a DVD too).  By streamlining and simplifying the mechanics and the processes to get them out of the world of computer science majors, we felt we&#8217;d have a stable enough package that we could patch onto licensed material or fad genres, that we could produce as fast as the fads passed.</p>
<p>I detailed this stuff (<a href="http://www.indie-rpgs.com/forum/index.php?topic=979.msg9179#msg9179" rel="nofollow">http://www.indie-rpgs.com/forum/index.php?topic=979.msg9179#msg9179</a>) on the Forge quite often (<a href="http://www.indie-rpgs.com/forum/index.php?topic=420.msg3869#msg3869)" rel="nofollow">http://www.indie-rpgs.com/forum/index.php?topic=420.msg3869#msg3869)</a>, but it wasn&#8217;t the right place for it.</p>
<p>I may yet resurrect the project, but the current online and POD publishing world will require a whole new approach.</p>
<p>Thanks for the essay, I find it invaluable.</p>
<p>Fang Langford</p>
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		<title>By: Thomas Robertson</title>
		<link>http://kallistipress.com/2006-06-09/screwing-with-the-industry/comment-page-1/#comment-4193</link>
		<dc:creator>Thomas Robertson</dc:creator>
		<pubDate>Mon, 12 Jun 2006 23:21:37 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-06-09/screwing-with-the-industry/#comment-4193</guid>
		<description>*Points up a comment*

Doing what I can to re-establish a stable teaser balance!

Thomas</description>
		<content:encoded><![CDATA[<p>*Points up a comment*</p>
<p>Doing what I can to re-establish a stable teaser balance!</p>
<p>Thomas</p>
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		<title>By: Musings and Mental Meanderings &#187; Blog Archive &#187; New publishing models: Agora</title>
		<link>http://kallistipress.com/2006-06-09/screwing-with-the-industry/comment-page-1/#comment-4191</link>
		<dc:creator>Musings and Mental Meanderings &#187; Blog Archive &#187; New publishing models: Agora</dc:creator>
		<pubDate>Mon, 12 Jun 2006 19:12:57 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-06-09/screwing-with-the-industry/#comment-4191</guid>
		<description>[...] Joshua BishopRoby has this game that he&#8217;s working on called Agora. Go read the little blurb, it&#8217;s a dang cool game concept. I&#8217;ll be here when you get back. I suppose that it&#8217;s only fair that I&#8217;m using Josh&#8217;s game as an example here since it was a blog post of his that this little article is in response to. Okay, this next part could give you some context, but it&#8217;s not necessary: Josh has this playtest document. I&#8217;m going to say some things about the game to prove my points, but I&#8217;m not going to justify them with text. You can do that yourself. [...]</description>
		<content:encoded><![CDATA[<p>[...] Joshua BishopRoby has this game that he&#8217;s working on called Agora. Go read the little blurb, it&#8217;s a dang cool game concept. I&#8217;ll be here when you get back. I suppose that it&#8217;s only fair that I&#8217;m using Josh&#8217;s game as an example here since it was a blog post of his that this little article is in response to. Okay, this next part could give you some context, but it&#8217;s not necessary: Josh has this playtest document. I&#8217;m going to say some things about the game to prove my points, but I&#8217;m not going to justify them with text. You can do that yourself. [...]</p>
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		<title>By: Joshua BishopRoby</title>
		<link>http://kallistipress.com/2006-06-09/screwing-with-the-industry/comment-page-1/#comment-4190</link>
		<dc:creator>Joshua BishopRoby</dc:creator>
		<pubDate>Mon, 12 Jun 2006 16:07:08 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-06-09/screwing-with-the-industry/#comment-4190</guid>
		<description>We&#039;re going to have a teaser overload soon.</description>
		<content:encoded><![CDATA[<p>We&#8217;re going to have a teaser overload soon.</p>
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