Designing Game Rules
PAX South 2016
The rules of a game literally define it. In videogames, they are intrinsic limitations. In tabletop, players must enforce them. In all games, players need to learn them. There are good and bad ways to teach a game. From awful tutorials to unparseable rulebooks, elegant demos to hour-long slogs, join us for a mechanical discussion of how game rules are (and should be) written, how players learn games, and why so few people are willing to read a 100 page rulebook (nevermind the appendices)!
Scared Yet: A Discussion of Horror in Games
PAX South 2016
Rym appeared at PAX South 2016 alongside several smart people on a panel about horror in games, moderated by Kris Straub!
Jump scare! Kris Straub (Broodhollow, Candle Cove) and a panel of esteemed horror and video game enthusiasts hold an informal roundtable on where fear works best in gaming, and where it doesn't make the cut. Come for the frightening… stay for the enlightening! Nope, that was bad. Please delete that.
Kris Straub [Chainsawsuit], Alanah Pearce [Editor, IGN], Dabe Alan [Penny Arcade], Rym DeCoster [Producer, GeekNights], Alex Steacy [Loading Ready Run]
Sports are Games
PAX Prime 2015
Gaming livestreams are some of the most popular television programs in the US. There are entire TV networks covering gaming that have existed for decades. Yet, many self-described gamers will eschew football and ice hockey as being somehow distinct from DOTA 2 and CounterStrike. We even like to use the term eSport to separate them from sports. Sports and eSports are fundamentally the same. American football is frighteningly like a distributed turn-based strategy game.
The History of Losing
PAX Australia 2014
I presented "Losing" at PAX Australia 2014. This is an excerpt from that lecture covering, essentially, single player videogames. From Super Meat Boy to Silver Surfer, Don't Shit Your Pants to The Stanley Parable, Five Nights at Freddy's to Gone Home, I consider Narratives of Victory, and Narratives of Failure.
PAX Australia - How to Win
It seems obvious that, when playing a game of skill, one attempts to win. Interestingly, this is often not the case, and even skilled gamers rarely analyze to any real depth the underlying mechanics and strategy of a given game. By deconstructing the games we play, you too can make them far less fun for yourself and beat the everliving hell out of your friends. We'll hit the theory pretty heavily, but also specific examples from games like "Stratego," "Settlers of Catan," and even "Football."
Presented at the Penny Arcade Expo Australia 2014 on Friday in the Fruitbat Theatre.
PAX South 2015
We’ve all played “bad” games, but what truly makes a game “bad?” Is one’s miserable experience not simply subjective opinion? It turns out that the problem is not in defining what makes a game “bad,” but in what makes a game a “game.” Candyland teaches children colors and counting, but is terrible for a serious tournament. Dungeons & Dragons is great for that heroic fantasy adventure, but not so much for your future cyberpunk transhumanist court drama.