Oh boy. This is an old topic. "The Book of Mani" is the working title for a piece of writing I started when I was... probably a pre-teen. It still exists in that I have copies squirreled away, but it's nothing really out there for people to read anymore. It is a story about a bitter, vile world, and one person who it changed.
One of the few random bits that goes through my head that is not remotely attached to the DSP canon, "The Janitor" is a fictional superhero in a world of superheroes. But he serves a particular niche in my imagination: an underdog among heroes, a person content to do a 9-5 job in spite of being capable of so much.
Some years ago I came up with a challenge that I felt was possible with the right support: a JRPG-style adventure RPG that was 100% playable by blind players, using nuances in the language of music to deliver complicated information. This is something that I can't go anywhere with without help, but if I had one wish, I'd like to see someone get it done in my lifetime. I can't offer more details because exploring it takes access to a programmable synth and knowledge of musical composition, but I feel that the core of the idea is there.
What follows are notes regarding the battle engine concept originally conceived for Revolution: Eternal Paradox, a computer-based adventure RPG I probably first conceived of in high school. Later ruminations include merging this system with the Stances system which will be mentioned separately.
Thoughts that occur to me while watching Tribes: Ascend competative play (EU draft tourney 1/24/16 dEdZ vs GP Ascend):
What follows are notes on a concept tabletop game utilizing themes from another project concept, the ToTu tower/tunnel defense game. This game could be summarized as a tabletop tile-building game in the vein of a two-player Dungeon Keeper-style building and defense game.
Re-watching Star Wars Episode IV, what I'm struck by most is how some of the most endearing characteristics of the characters are things that were not, or seem not to have been deliberately decided. The words "over-produced" often apply to movies where decisions that could or should be left to the actors, or in other ways done naturally, are instead done according to some formula or theory as to what would look best.
In the most recent episode of 3 Moves Ahead, commentators Bruce Geryk, Rob Zackny, and Troy Goodfellow talk about ancient warfare and in particular the many and disparate models of leadership in strategy gaming vis a vis the effect of leadership on combat in the ancient times. It is an interesting discussion and fits into a larger discussion of the general lack of ancient wargames.
Inspired in no small part by someone else's list of random comments on what could make or break the remake, I suppose I ought to speak broadly about several things instead of narrowing in on one thing in particular like I have previously.
1) 3D vs Pre-Rendered: The Quality Control Problem
God I love Final Fantasy VII. I just... wow.