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One of the earliest goals of the design of Arcs was to have a fully emergent asymmetry that went beyond what the positional differences in Oath could do. I wanted players to start in roughly similar positions. However, by the end of the campaign, I hoped that those positions would be as different as any two factions in Root or two roles in Vast. I saw this as a way of approaching an essential problem in asymmetric design.
In writing about this subject, I’m going to be using the word “temporality” a lot. First, I’m sorry for that. It’s a bad word with far to many syllables for its own good. When I use this word, I’m specifically referring to how something (say a board game) both uses time and is used by time. This is a particularly useful word because it captures the fact social spaces (like games) can organize and regulate time. In this way, the word’s oddness is useful too. It reminds us of the artifice inherent to all measures of time and the degree to which structure informs perception.
We are so excited for the release of Fort: Cats & Dogs! To celebrate (and give back) we are sponsoring a charity stream, hosted by the delightful duo of Beneeta Kaur and AnnaMaria Jackson-Phelps! Sunday, August 15 at 8PM ET/5PM PT/12AM GMT.