Lately in my designs, it seems as though I’ve been giving attributes to everything. But I don’t do so lightly. Every so often I tear my hair out and demand, “What can you actually do with these attributes? And why[…]↓ Read the rest of this entry…
Posts Tagged psychology
Cookiemonger and I have competing Legacy Challenges going in The Sims 4. The challenge itself if to raise ten generations of sims on the same, enormous lot. There are limitations placed on the selection of traits and aspirations, to the[…]↓ Read the rest of this entry…
I mentioned social currency in my post yesterday about social conflict. I currently have five “denominations” I’m working from — which grew from combining lists drawn from Bliss Stage and Dogs in the Vineyard. Social currency includes varying degrees of[…]↓ Read the rest of this entry…
A little over a week ago, a discussion about splitting the party gave me the idea for a system specifically designed to split the party. I don’t know if such a system has been designed before — I’ve spent the[…]↓ Read the rest of this entry…
Have I mentioned the Rumors of War Relaunch Project FUNDED? See for yourself! — I feel like if I’m not blogging about game design, I’m doing something wrong. Even if this is only the sort of thing that appeals to[…]↓ Read the rest of this entry…
Check out my Kickstarter project! Link: Rumors of War Comic Relaunch I try to read as much as I can about psychology and philosophy, with regard to emotions and decision-making processes, because one of those things that never seems well-handled[…]↓ Read the rest of this entry…
Check out my Kickstarter project! Link: Rumors of War Comic Relaunch I unfortunately misused this post title for yesterday’s entry about a dungeon’s “Reputation” score. Though I removed it with an edit, I know it will show up incorrectly somewhere.[…]↓ Read the rest of this entry…
Synchronicity Experiment (Dec 3, 2012) Interrupts Replace Individual Turns (Mar 23, 2012) Order of Operations (Mar 23, 2012) “Ply” is a word to describe the actions of a player during their turn. “Turn” is a term that describes a sequence[…]↓ Read the rest of this entry…
The full name is, Dither’s Hypothesis of Awesome Fiction Established Through Achievement of Zombie Equilibrium. I’m proposing a level of awesomeness that can be obtained in a piece of narrative fiction when the story establishes what I’m calling the “Zombie[…]↓ Read the rest of this entry…
The brain is often described as an organic computer, and I had a thought to complement this concept, based on some behavior I’ve observed in myself. I know that sometimes, when someone mentions or describes a problem to me, I[…]↓ Read the rest of this entry…