I will soon be publishing a second edition of Quests: Design, Theory, and History in Games and Narratives. The second edition will feature: Expanded and updated discussion of each design principle Updated tutorials, with focus on Unity and Fungus I will be resurrecting this blog as my primary professional website and portfolio, since arcanaforge is […]
Behold, a Stable Build!: Arcana Progress Summer 2016
Jeepers. After hundreds of hours of summer development, much of it full-time and often more than full-time, I appear to have a stable build of Arcana. Not perfect by a longshot, but stable. For those of you interested in the history of the project, I wrote a blog about that. Tl;dr, I’ve been working on […]
Break on Through to the Other Side: N-Dimensional Physics Progress in Arcana
Recent Arcana progress has been slow but steady and significant, with advances both on the front-end (visual interface and feedback for ritual performance) and the back-end (underlying systems and mechanics driving the rituals). For front-end progress, I am now working with an excellent artist, Thomas Vanhuffel, whose portfolio can be seen here: http://weenog.deviantart.com/ His many atmospheric art […]
Fire Walk with Me: This Summer’s Arcana Progress
Fire Walk with Me: Summer Progress on Arcana Over the summer, I have been working with fiery passion on my game project, Arcana and its associated editor, the Arcana Ritual Toolset. Arcana is a twofold project: a) a game meant to simulate a rich experience of magic by allowing players to perform rituals and b) […]
The Wars of Illusions: Magic as Sorcery and Chicanery
[Spoiler alerts: Lord of Illusions, Fallen London, NBC Constantine] In one of the most haunting lines from Clive Barker’s film Lord of Illusions, a high-ranking member of an elite illusionists’ club observes that “we walk a narrow line between trickery and divinity.” The character is alluding to the two meanings of the word “magician,” which can connote both sorcerer (who […]
Why I Wear a Chaos Star: Brief Thoughts on Pacts with Contingency
About a year ago, I started wearing a chaos star. While there is a real-life school of occultism that adopted this star as its emblem, and while I am a real-life occult game designer, I don’t consider myself primarily a practitioner of Chaos Magick as defined by Peter Carroll and his followers. A little historical […]
Of Arcana, Dark Souls, Maiden, and Marketing
I want to market Arcana like Iron Maiden. No, let me rephrase that. I want to market Arcana like motherfucking Iron Maiden. A little context is in order here. As preparations for the Arcana Kickstarter gather steam (especially in terms of art direction), I find myself thinking about the relationship between marketing and world-building […]
Ritual Theater Backgrounds in the Arcana Ritual Toolset
As I refine the design for the Arcana Ritual Toolset in preparation for its crowdfunding effort, the analogy of theater is increasingly useful to me. The idea of theater as ritual performance (or ritual as theater) has been common in mythological and magical studies for a long time, going at least as far back as […]
Arkadia Retrocade and the Power of the Atmospheric Hack and Slash
I recently spent a week in Northwest Arkansas to visit family. The region has changed a lot since I grew up there, and with a population of 500,000 it is now referred to as “the Northwest Arkansas Metropolitan Area,” a phrase I never expected to be applied to the isolated and rural region that […]
Summer Games: Metal, Magic, Assassins, and Flaming Chainwhips
I have played a lot of games this summer. Here is a list of them along with brief commentary. First, as an overview, the list: Dark Souls 2 (140 hours, finished) Thief Reboot (finished) Anna: Extended Edition (finished) Knock-Knock (finished) Castlevania: Circle of the Moon (finished) Mountain (finished) Catachresis (finished) Metal Gear Solid (2/3′s […]
Game Magic, Gnosis, and Shattering the Fourth Wall
The publication of Game Magic has led to some inspiring and productive conversations with amazing, like-minded designers. Some of these conversations involve the designers’ awesome projects, which I won’t talk about online without permission out of respect for the designers’ own publicity prerogatives. But I can safely share my sides of these conversations, which […]
Brief Thoughts on Bloodborne
Someone recently asked me what I thought of Bloodborne, the new game by From Software, the trailer of which was unveiled at E3 2014. The Souls franchise is a major touchstone for my ideas about magic systems (and game design more generally). Here’s a one-paragraph review of my thoughts so far, and a brief extension […]
Video Trailer for Game Magic
Below is the trailer for my recently-published book, Game Magic: A Designer’s Guide to Magic Systems in Theory and Practice, which can be ordered on Amazon at http://www.tinyurl.com/gamemagic. Giles Timms created several illustrations for the book, which he then brought to life in a trailer through his fantastic animation skills. More of Giles work can be […]
Tomes of Game Magic
While at the East Coast Games Conference to speak about my book Game Magic, I had the privilege of seeing a vast library of occult tomes and esoteric RPG books owned by Steve Burnett, a writer, musician, and Raleigh native who was kind enough to guide many of the conference participants through the city during the week.
My original Facebook post should convey the rapture of the experience and how I see the two parts of this library (the RPG books and the grimoires) as related: “In the most unexpected turn of events at the East Coast Games Conference, I was invited to go see the most extensive occult library *and* the strangest collection of obscure tabletop RPG’s I’ve ever encountered, housed under one roof. We’re talking a complete run of Scarlet Imprint, rare editions of Kenneth Grant and Austin Osman Spare, and some very rare and seriously weird tomes that I have a hard time describing. Pictures forthcoming, both of the RPG books and the grimoires. Though, in the end, is there really in difference? Performance, imagination, and play . . . the highest forms of magic.”
I took several pictures of the library, focusing on volumes that particularly caught my eye based on my own research and creative interests. These pictures, though, are only a glimmer of the overall riches. Soon, I’ll comment on individuals volumes and why I chose to photograph them (as well as some of the volumes that I did not have time to capture). For now, here are the pictures en masse from my phone.
The Force and Fire of Selim Lemouchi: Salute and RIP
Selim Lemouchi, former frontman of Dutch occult rock group The Devil’s Blood, died last week at the age of 34. I am a great fan of The Devil’s Blood, whose song “The Madness of Serpents” I chose as the music for the upcoming animated trailer for my forthcoming book, Game Magic. When Selim Lemouchi agreed to […]
“The Gods of the Nephandi are the Dreams of the Neverborn”: The Power of Secret Connection in Narrative Design
“The Gods of the Nephandi are the Dreams of the Neverborn” is a phrase that Richard Dansky, game writer and narrative design veteran, said to me over drinks at Nanocon, South Dakota’s premiere gaming convention. At my request, he also wrote this phrase in the front of my copy of the second edition Wraith rulebook […]
Twice the Absinthe, Twice the Flowers: A Nobilis Rallying Cry, Expanded
In Nobilis, players take the role of the incarnations of abstract ideas (or sets of concrete objects reified as abstract principles), such as Love, Wine, the color Yellow, and Death. The immediate inspiration for this concept is Neil Gaiman’s Sandman, an epic comic book series that chronicles the adventures of a pantheon of the […]
A rallying cry: Nobilis, absinthe, flowers
Tabletop designer Kenneth Hite once described experimental RPG Nobilis in these words: “Imagine Neil Gaiman’s Sandman and Clive Barker’s Hellraiser on an absinthe bender, with flowers. That’s Nobilis.” I can think of no better description of an imaginative life well lived. These are the kinds of worlds I want to create in […]
Valar Morghulis: The Faceless Men, Magic, and the Logic of Learning (spoiler alert)
The Faceless Men from A Song of Ice and Fire. [spoiler alerts abound for all the books in the series]They are a haunting set of characters, and the reference point to which I return whenever I think about stealth mechanics and ideas in games and other media. They conjoin magic and stealth in a way that I’ve […]
Game Magic: A Game Designer’s Guide to Constructing Magic Systems
My book, Game Magic: A Game Designer’s Guide to Constructing Magic Systems, is forthcoming in April 2014. I submitted the manuscript on September 1st of this year, and it is now being copyedited and typeset. The book can be preordered at Amazon. The excellent cover art below is from Giles Timms, more of whose work […]
Game Magic (Looking for Image Sources, Post # 2)
One of the topics at the heart of my forthcoming book, Game Magic, is the underlying logical flow of a magic system. Developing a magic system requires the designer to be able to express precisely the sequence of processes that a player must perform to cast a spell. Does the player need ingredients to cast […]
Game Magic (Seeking Info on an Image Source)
As some of you may know, I have been hard at work for a while on a book called Game Magic: A Game Designer’s Guide to Constructing Magic Systems, which will be published by Taylor & Francis/CRC Press within the next year. My deadline is September 1st, so I’m writing both joyfully and madly every […]
Arcana Beta now released!
The beta of Arcana: A Ceremonial Magick Simulator can now be downloaded at the link below! http://tinyurl.com/ArcanaBeta1-2 Please play and provide us feedback at: http://tinyurl.com/ArcanaFeedback
Handout and slides from GDC Occult Game Design Presentation
A few people have asked me for the handout that accompanied my GDC Online 2012 Presentation, “Occult Game Design: An Initiation into Secrets and Mysteries,” so I thought I’d provide a link to it here. The handout contains the names, dates, and brief synopses for the media referenced in the talk, including many games. In […]
Game Magic
There is a lot going on right now, so I though I’d update my blog. A team of students and I are working on a game called Arcana: A Ceremonial Magick Simulator. The game hits alpha release on December 6, 2012. The beta release will occur on March 1st, 2012. Here’s a picture of the […]
Arcana Manor: A Ceremonial Magick Simulator
Arcana Manor: A Ceremonial Magick Simulator Arcana Manor is a game-in-progress that features a magic system in which players cast spells through a symbolic language of syllables, gems, and cards. Players control Arcana Manor through input processed by various alternative controllers, including the Kinect and the Emotiv EEG headset. My goal in Arcana Manor is […]
A Brief Note on Hassan I Sabbah, William S. Burroughs, and Chaos Magick
One of the reasons that I adore the Assassin’s Creed franchise comes from the paradox of the title’s creed, “Nothing is true, everything is permitted,” which is quoted several times in the games. A creed is defined as a profession of belief, but the assassin’s creed is a profession of belief in nothing except pure […]
Surviving and Thriving in the Grim Darkness: More Notes Toward the Daimonic Sublime
For a while now, I’ve been thinking about a concept in game design called the daimonic sublime: an experience of elation in response to infernal grandeur, derived equal parts from the fusion of Miltonic demonic defiance (“better to reign in hell than serve in heaven”) and heavy metal rebellion (heard in this 8-bit version of […]
Garrett: Thief as Magician
Despite the title of the game Thief, Garrett is more a magician than a rogue, or rather his thievery is a form of magic when successfully enacted by the player. Garret’s training in the monastic order of the Keepers involves abilities to become invisible that border on the supernatural, as well as the acquisition of […]
Retro Gaming and the Pre-Raphaelite Brotherhood
The Pre-Raphaelite Brotherhood was a group of nineteenth-century English artists who chose to emulate the style of painters before Raphael. This stylistic choice was a deliberate, countercultural move that involved eschewing the muddied, realistic style of painting taught in contemporary art schools in favor of an ideal of perfection derived from early Renaissance, neo-medieval, and […]
1st Annual Workshop on Integrated Design in Games
Name/Name of Organization: Dakota State University Contact Email: jeffrey.howard@dsu.edu 1st Annual Workshop on Integrated Design in Games 2011 Theme: Horror Conference Dates: November 3-6, 2011 Deadline for Abstracts: extended to *July 15th, 2011* Call for Presentations, Workshops, and Activities The Workshop on Integrated Design in Games is offered in conjunction with Nanocon IX, the ninth […]
What profiteth it a man if he gains the world and loses his soul(s)?: Reflections on Demon’s Souls
Demon’s Souls is a dark, mysterious opera whose theme, expressed through gameplay and the unfolding of a powerful narrative, is the lure and peril of Faustian bargains. By opera I refer not just to the game’s occasional bursts of swelling sound, or even to solely to its understated yet epic narrative. Rather, I use the […]
Arcana Manor elevator pitch
In Arcana Manor, the player wields a uniquely immersive and symbolic magic system to defeat the demons of a surreal Gothic mansion and unlock its secrets. Arcana Manor is a ceremonial magick simulator with a meticulously-researched system of gestural sigils, incantations, colors, and sounds that makes players feel like true adepts, not mere button-pushers.
Quests listed as a “must read book for aspiring game designers”
Quests was recently included on Sean M. Baity’s amazon.com list, “Must Read Books for Aspiring Game Designers.” http://www.amazon.com/gp/richpub/listmania/fullview/R1IL3PL3SI0X0U/ref=cm_pdp_lm_title_1 I’m very appreciative of this listing, and it’s cool to see Mr. Baity’s credentials in terms of the many games which he has worked on as senior designer at electronic arts. http://www.mobygames.com/developer/sheet/view/developerId,8377/
New gameplay footage (music, telekinesis, invisibility, planets)
I just posted two new videos of gameplay footage from the most recent build of Arcana Manor (7-27-09). The video has two parts. The first part demonstrates several new features, including: musical tones that correspond to colors and planets in the magic system, mountable weapons based on the tarot suits, elemental projectiles flung from melee […]