Introduction
Welcome to Chimborazo RPG blog. This is an open-sourced project where I create a role-playing game from the ground up. The primary purpose of this blog is to show readers what the design and development processes behind the creation of a game look like and to introduce them to an epic fantasy world. If you are interested in game design this is the place to be, as together we explore creative ad hoc problem solving, examine systems development, take an in-depth look at mechanics and get really technical with game engines. We will be using state-of-the-art theoretical and practical models including game theory, design theory, applied game dynamics theory, mathematics, physics, arcane studies, psychology, model-based design and more. For myself, rather than game designer I prefer the term “systems engineer” because I like to focus on the technical implementations of principles and building working theoretical models.
Occasionally I work on non-Chimborazo projects, primarily related to card games such as Hearthstone and Magic: the Gathering. Expect to find the odd article here and there, especially as development on Applied Game Dynamics theory continues. Here is an overview of the type of content you can expect:
Chimborazo RPG
The goals for Chimborazo
(in order of importance… mostly)
- A layered structure to the game which will allow for an accessible experience that lets players who are new to the game have fun without having to learn too much, all the while offering depth and rewarding those who prefer the hardcore approach. The way this is planned to work out is to provide a core gameplay experience and tack all of the complicated enhancements onto supplemental products, á-la DLC. They can cover a wide range of upgrades, from something as simple as new weapon types and techniques, to entire subsystems with additional rules and mechanics. This will allow the game to offer a streamlined and player-friendly experience, while still catering to veterans and hardcore gamers. An additional perk of this approach is that it lessens the load from players and GM alike – you can only enhance the parts of the game that are directly relevant to you, the group and the story you are building, without having to learn everything.
- An innovative game engine, designed from the ground up to support almost any gameplay and an incredible level of personalisation – the game aims to reinvent the roleplaying genre by learning from what has come before and applying that knowledge into providing an improved and streamlined roleplaying experience. Despite being designed specifically for the Chimborazo setting, the engine I have designed is more about creating a simulation of what is happening with and to characters. With this in mind, it will be one of the most easily hackable games out there and it should allow for a more effortless port of your world, in order to tell your stories.
- A true role-playing experience in which the Game Master provides an open-world setting for the players to explore and enjoy – Chimborazo is designed as an open-world storytelling adventure setting and the systems that care about setting are designed with such experiences in mind. Although limitations are possible and supported, the core gameplay is aimed at an immersive simulation that caters to player’s fantasy and puts their wish fulfilment above all else.
What type of content can you expect to come out for Chimborazo!™? I’ve broken things up into three main categories. In Design I detail the process of the game’s creation, everything from conceptualisation to realisation – making mechanics, interactions, creating spells and weapons, etc. Development is all about taking what Design has produced and balancing it. It’s like a second iteration that’s more focused on making things work in a healthy and balanced way. I want to note that there won’t be any development articles in the beginning, for somewhat obvious reasons. The Creative team works on producing assets for the game – initially this will be mostly oriented toward concept art and logos but will later expand into custom music, animation and more. The other big part of the Creative process (and the more active one) is Narrative – world-building, stories, character development, etc.