Cole 🔜 UKGE Profile picture
Aug 15, 2019 19 tweets 4 min read Read on X
I just finished Kim Stanley Robinson's somewhat recent novel New York 2140. It's buzzing in my head at the moment and resonating with some design work I've been doing this week for a project that I've been provisionally calling "Saga." 1/x
The book is quite old fashioned, espeically for KSR. It's almost like a 19th century novel, filled with coincidences and dozens of characters who all seem bump into each other constantly. If you squint a little, you'll feel like you're reading Balzac on Paris or Dickens on London
Let me tell you though, the novel is brilliant and an absolute tonic to our own vexed political moment. All science fiction ultimately says more about the period in which it was written than the one it describes, and New York 2140 doesn't pull any punches. It's wonderful.
It also says a lot about the process of looking backwards and how we go about understanding the past and making sense of a present. It's that particular aspect of Robinson's novel that has me thinking about my current game project.
Lately in the office I've been bringing various staff folks in to see parts of the design and to talk about what this strange game might demand in resources and how we might show it to you all. In this process, I end up refining the games pitch mostly because I can't help it.
My shorthand pitch for the game has usually looked something like this: Root is a game about politics. Saga (or whatever we decide to call it) is a game about history or maybe historiography itself.
During all of these little informal meetings, I've started to realize that really this game is a civilization game. For some reason, I had never considered this obvious fact. Why did it take me so long to realize this? Well, I think I have an answer.
Most civilization games are really bildungsromans at heart--that is, stories about growing up. They are about how a little city state grew up into an empire. They are relentlessly progressive and growth orientated.
But the course of history isn't like that. It's filled with reversals and complication. For this reason the "history" presented in Civ games always looks goofy. They are a veritable "Now That's What I Call Civilization" greatest hits album: pyramids to airships in 60 minutes flat
I suppose there's nothing wrong with this. A game doesn't need a theme any more than a room needs wallpaper. I enjoy plenty of civilization games that are done in that style. Sometimes I just want a game to skip the longue durée and play the hits!
At the same time, the fact that the whole genre of "Civilization" games has nothing to with the mechanisms of history does bother me. I want to believe that there's room for different kinds of stories in that genre--that we might get out of Sid Meier's historiographic shadow.
So, Saga eschews the big sweep. It's central aesthetic technique is intimacy. Everything about the game is tuned to put the players close to the tension of a time without the ability to take comfort in any assumption about the course of events. It's the churn of history up close.
It has been a very tricky game to work on, probably the most demanding thing I've ever tried to build (though much of the complexity will be hidden). Often I've felt like I was building some grand folly that nobody asked for. And, the design still has a very long way to go.
So, I was espeically grateful to have time to sit on the porch tonight and and read. KSR's New York 2140 reminded me of the importance telling the sorts of stories that I want Saga to tell someday. Like Root, the game is often silly but can sometimes strike a profound note.
It's exciting to work on a project of this scope and a privilege to have the time and resources to do it right. There were many safe projects I could have signed up for, but I love that when I first pitched this crazy thing to Patrick he gave me the green light to explore it.
So, kudos to @LederGames for the faith and kudos to @d20plusmodifier for wanting to share this work with me. I could tweet all night about how fun it's been to build this with Kyle. I'm sure we'll say more when we get further along, but I wanted to express thanks early and often.
Anyway, if you want to read a crazy encyclopedic book brimming with environmental collapse, popular political action, and resourceful orphans and don't feel like reading Charles Dickens, check out 2140 at your local bookstore. kimstanleyrobinson.info/content/new-yo…
And if you're intrigued by my current project just stick around. I'll be writing more about that in the coming months. It's an odd duck, that's for sure. I can make no further guarantees.
I suppose I should properly tag this thread as #oathBoardGame

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More from @colewehrle

Sep 17, 2023
There are a lot of good ethical and aesthetic reasons to avoid AI Art. But, I haven't seen as many folks talk about the implications for our creative practices. When I read @Charlie_L_Hall's excellent interview, I was stuck most by how creatively bankrupt the whole endeavor was.
One thing that often gets missed in this conversation is the degree to which game making is a deeply collaborative enterprise. Despite this, it's easy to talk about a game's art as simply a coat of paint applied by a professional painter. It's a service rendered and nothing more.
The jump from here to "well, I could just get midjourney or some ethical version of midjourney to spruce it up" is really quite a short hop. So, I thought it might help to highlight how this is precisely the wrong way to think about art in games.
Read 19 tweets
Feb 14, 2023
Over the past several months, we've been hard at work at #arcsboardgame. The work has been so intense that I haven't had time to write up new design/developer diaries to keep everyone posted. Eventually, I'd like to start doing that again, but here's a 🧵in the meantime.
Arcs has been, by far, the most challenging project I've ever undertaken and I think that's probably true for the studio at large. The game presents steep demands to basically every aspect of how we make games here.
Today, I want to look at one small challenge in the game's campaign design and give you a sense of how the game tangles with it. Let's talk about templating!
Read 31 tweets
Nov 21, 2022
I've been thinking about this piece by @Charlie_L_Hall today. It's a nicely reported article and worth your time. But, I think it also leaves out some important things. 🧵

polygon.com/tabletop-games…
Most everything written about crowdfunding these days always mentions two things: first, that crowdfunding has exploded over the past fifteen years and, second, that there appears to be some burnout--both among creators and consumers for what seems like an endless hype cycle.
Really this is a less interesting point than it seems because the first point helps us explain the second. It's pretty simple really. In the beginning, the culture around crowdfunding and tabletop was pretty small. If you wanted to make money you had to appeal to a wide swath.
Read 25 tweets
May 25, 2022
Today I wanted to highlight the work of two of our previewers who looked at Arcs before the campaign and say a little about the role of previewers in our KS generally. 🧵
It's worth mentioning that the world of KS previewers is...a little goofy. There's a lot of paid-hype people out there and a lot of folks looking for ways to get easy clicks. None of this is even necessarily a bad thing, it's just the nature of that corner of tabletop media.
At Leder (and WGG) we've been lucky enough to not have to rely on those folks. I say "lucky" because, as a a Midwesterner, that kind of self-promotion and hype-generation makes me uncomfortable. I can see the utility but it's not something I want to use.
Read 19 tweets
Nov 15, 2021
I had a chance to play @Koenigvonsiam's new game, Brian Boru, today. It's really wonderful and deserving of your time. It's also given me a lot to think about, so I thought I'd write a little about the experience of playing it as designer and the idea of originality in design. 🧵
I've been following Peer's work for a long time and adore it. The King of Siam (rethemed these days to The King is Dead) remains one of my most played games. But, more than that, KoS helped me think through some elements in the design I was working on at the time, Pax Pamir (1e).
At the time, Pamir was a mess. The game was caught between two different design schools and I wasn't sure if it was possible to tell the stories I wanted to tell. KoS hit me like a bolt of lightening. It somehow did twice as much in half of the space and showed me a way forward.
Read 16 tweets
Oct 4, 2021
For the past year, I've been working on a new title for Leder Games. It's still got a long way to go, but it's starting to take a very clear shape. Today, I want to share a little bit about what it is and what I hope to do with it. The working title is Arcs.
Arcs started very differently from any other game I've worked on. Normally, after finishing a game, I feel pretty exhausted. But, after finishing Oath, I was filled with all sorts of odd ideas that didn't fit into that game. I wanted to stay in the space but design something new.
At the time, we were working on a space game in the studio. I asked Patrick if I could play around with that setting but using a different design framework. If we liked it, we could use it for his game, or it could become it's own project or do something else.
Read 20 tweets

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