Shadowhand (Grey Alien)

Shadowhand is a casual game based around the mechanics of solitaire, with a frame story about a noblewoman who dresses up as a highwayman and gets involved in piracy and smuggling and various other shenanigans in 18th century England. If that sounds vaguely familiar, it’s a prequel to Regency Solitaire, which I covered here previously, and I also posted excitedly when the premise was announced.

Screen Shot 2017-12-07 at 10.46.12 PM.pngThe frame story is pretty light. I have yet to finish this, but the plot doesn’t feel either very convincing or very important. The protagonist decides to take up highway robbery on the spur of the moment during a traumatic event, and is soon killing local ruffians, coachmen, prisoners, etc with little soul-searching or transition. Notionally, she’s trying to protect a friend, but the friend doesn’t turn out to need all that much protecting, and our protagonist goes on about her highwayman business more because, well, she enjoys it. There’s a bit of business about discovering a conspiracy in the neighborhood, but given the number of people she’s killing in order to uncover said conspiracy, it’s not immediately obvious who would be on the side of Good, if we stopped and did the math.

There’s also an RPG element, whereby we can buy equipment and level up skills. Skills grant bonuses like a higher likelihood of drawing jokers during play, or being to start a level with more of the cards face-up, as well as advantages when fighting — and, of course, let us dress up our protagonist with a range of highwayperson outfits, knives, swords, and guns. This, again, is there because it’s fun, not because it’s an accurate representation of a time or a character or a style of fighting, or because it tells a coherent story.

But that’s okay with me. (No, really, it is.) This game is unabashedly about taking a bath in entertaining swashbuckling tropes. Making sense isn’t the point. And — odd as this might sound — it does a really good job at capturing aspects of the swashbuckling genre through the medium of solitaire.

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Character Development and Storytelling for Games (Lee Sheldon)

Screen Shot 2017-08-04 at 5.24.18 PM.pngIn an essay on Tom Bissell years ago, I took a not-very-contextualized swipe at this book, as follows:

The latest book on the pile is Lee Sheldon’s Character Development and Storytelling for Games, which is apparently designed for those game writers who have never written anything before and came in from some other part of the production team.

Sheldon’s book dutifully describes many, many basic aspects of story-building; offers an introductory view of plot structures for video games, while deftly avoiding any really hard problems or really interesting solutions; and takes care to remind the reader every few pages of Sheldon’s credentials not only as a professional writer but as the sort of person who has shared a limo with Dick Clark… It is the mental-nutrition equivalent of buttered macaroni…

That was way more of a cheap shot than it needed to be, and I’ve felt a bit guilty about it since. In the unlikely event that Mr Sheldon is tracking my opinion of his work, I apologize for being so flippant.

As I reread the 2004 edition on my ongoing survey of game writing books, I do still have some related criticisms, but I would phrase them more gently and admit more virtues in the project. There’s also a fair share of material that is likely to be helpful to beginners, as well as observations that go a bit deeper. It’s also perfectly readable from moment to moment. I just find that the rate of new revelations per chapter is significantly lower than I would prefer.

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