| 21/4 1990 |
Time to write down a bit more about this game idea, I guess... First
of all, a little (?) correction. In the first draft I said something about
having more time for new ideas as I was not doing my own programming any
more. That was true when I wrote it, but not any more. At least at the time
being it looks like I have a lot of work with Archipelago in front
of me anyway, which means less time for other things, but not too little
time to keep playing with ideas!
The new comments and ideas in this supplement are partly based on
comments and suggestions from a couple of my PBM contacts. More may appear
later when more people have read the original draft and this...
First of all, a bit of general drivel about the suggested title. One suggestion I have received twice is to change the game's title because it is too similar to It's A Crime. You may be right (though I do not think ABM would have the nerve to claim the copyright on the words It's A!), but neither I nor anyone else has so far come up with a title I like better than the original. One idea I have to make it a bit less similar to IAC is to leave out "It's" and call the game A Dog's Life - certainly a game title starting with the indefinite article would not cause any problems?! And it would still allow me to think up "funny" slogans, only I would have to remember to say "It's A DOG'S LIFE" rather than "IT'S A DOG'S LIFE", if you see what I mean.
Øystein Sørbo finds all that stuff about he-dogs etc.
difficult, and takes me to task for using Rover as an example in the
movement orders. Well, as I mentioned at the end of section 1, the
different terms are just for people who insist on correct grammar, and
their use is entirely voluntary. As for Rover... Let's just say I'm using
him in the most complicated examples because he's an old dog with more
experience than your brand new you-dog, okay?
Actually all this is more or less irrelevant nitpicking, so let's
see if our first consultant has something more interesting on his mind...
(I'm translating his comments from Norwegian as I type this, and may
misinterpret occasionally):
"The purpose of the game is rather unclear. What about some
more original ideas, such as becoming most wellknown among the humans? This
could be done either with good or bad deeds. This would automatically lead
to a split-up between the dog gangs: the good and the bad (You forgot
the ugly!) As dogs don't carry weapons or armour (so far) it would be
rather boring to base the game on attacking other dog gangs to become the
strongest."
As the last speaker took the liberty to nitpick on my writing, let
me return the favour: If you want the game to be different from IAC,
why do you keep referring to groups of dogs as "gangs"? I agree
that the victory conditions should be rather original, but the idea with
being good or bad to humans seems a bit out of character for "alley
dogs" (Well, you say "alley cats", don't you?). Most
semi-wild city dogs wouldn't care much about what humans think of them as
long as they leave them alone!
By the way, I think there are other ways to become better at
fighting than collecting a pile of weapons...
"How about introducing dog races? Some dogs are bigger than
others, some are smarter, stronger, fiercer etc. This also makes recruiting
more interesting. Some races don't like each other; the chances of
recruiting are better if you are of the same race."
Sounds like a good idea, though I'm not so sure the relationship
between races is quite as simple as that last sentence claims. If I was a
small weak dog I would like to have some big strong friends.... (Actually
I've been thinking more or less subconsciously about dog races, but not
enough to write anything about it. One disadvantage with having a lot of
different dog races is that it would make the game design more
complicated...)
"Forget about Greenpeace. Don't bring politics into the
game; you are certain to meet someone who disagrees with you and starts
complaining."
You mean, someone who thinks GP does do a lot of good for
alley dogs? I thought I made it relatively clear that GP (and other
organisations) won't be in the game. They are mentioned in the first draft
(just as a kind of joke), they may be mentioned (in the same way) in the
rulebook, but they won't be in the game! (After all, while most dogs may be
able to figure out that a building contains an office, they would have to
be damn clever to be able to read the sign on the door or otherwise figure
out who owns it!)
Relax, Greenpeace won't be in the game. How about Bluecalm?
"Try to "fade down" the heat periods a bit, don't
make it an important strategic point."
Whatever the final title of this game will be, it won't be
"Lady and the Tramp"! (Remember that movie? About halfway
through it, L&T have dinner together and go somewhere to watch the moon. In
the next scene they wake up in the morning and go home, and at the end of
the movie Lady has a litter of puppies she apparently doesn't even nurse.)
We're dealing with alley dogs here, and I would find it more unnatural if
they didn't go into heat, mate and have puppies - but of course
they don't do it all the time.
If it's my suggestions for "strategic use of sex" (last
paragraph in that section) you object to - well, it's just an idea I got
one day I was in a naughty mood, but I do think something like this could
work occasionally - only more subtly than in that outline. I.e. instead of
going on about anatomics I would let a couple answer an order that comes
immediately after a mating order with "We're not finished
yet!"
"How about contact with "tame" dogs, perhaps some
heroic rescues? "Tame" dogs could perhaps be "agents"
smuggling out food and information."
First there was Lady and the Tramp, now you seem to have been
reading 101 Dalmatians! There may be some interaction with domestic
animals, but not exactly in this way... Letting characters live in houses
would sort of violate the rule that houses can only be entered by
raiding...
"Or how about special dogs: police dogs, guide dogs, guard
dogs, fire dogs?"
What's a fire dog?? And to throw your question back, what about
them? The way it looks for the time being, IADL is supposed to be a
game about stray dogs, and those specially trained animals are even less
likely than others to become abandoned or go stray, or have any contact
with dogs that have. You might as well ask "What about the queen's
corgis?"
"How about a "standby" order for interacting with
other dogs/packs. Hide if they see other dogs. Ignore other dogs. Assume a
defensive position if they see other dogs (a rather agressive order).
Attack other dogs. Run away from other dogs, or meet the other
dogs."
The dog packs (at least the organized ones) will most likely have
some kind of standing order for dealing with unexpected encounters. Most
games have. (Do you really think getting ready to defend yourself in case
someone attacks sounds so agressive?)
"Who is Melvin, by the way?"
Wrong question, my preciousssss! What is Melvin? He is
weird...
"Why use birds? Why not be original? How about using
squirrels instead?"
Squirrels probably won't be very useful outside parks. However, the
dogs could theoretically use any kind of animal as pack
"extensions" provided they could learn the language and befriend
them. Birds (used as scouts) was just the first thing that came into my
mind... Using birds is not original? So what other game do you know about
that uses birds this way (apart from Trolls Bottom which uses one
bird in a completely (?) different way...). Anyway, using other animals for
anything should probably be an exception rather than a rule - this
is supposed to be a game about dogs! (I'm a bit surprised you didn't
mention cats...)
So much for Øystein's comments. Here are some more thoughts
from another gamer... Hans Fousert has the same objections to the title and
also thinks the game should be more original. Sounds reasonable - the final
version of the game should be about as different from IAC as
Archipelago is from Starweb. Once I've worked as much on this
as on Archipelago, it should be.
"Why do the blocks always have the same size? Why not
include some bigger or even rectangular blocks?"
Because I'm lazy, and that was the first idea I got. There are a
couple of problems with your idea, though. Picture a long block facing two
short ones:

A dog at B, told to cross the street, would end up at A, and so would a dog
at C with the same order. But to a dog at A the order would be ambiguous:
should he cross to B or to C? One solution could be to make A two locations
- in effect, treat it as two blocks without a street between them. But that
could have some undesired effects, e.g. a dog ordered to walk down this
block and turn down the side street (which isn't there) would either turn
down an alley instead or run straight into the wall.
In short, a more complicated city layout would require a movement
system that is either much more complicated (with special orders for all
special cases, e.g. "Cross the street to the left corner
and..."), or oversimplified. An oversimplified system would have a
square grid where each square is either a corner, a stretch of pavement, an
alley, the inside of a house or part of a backyard (or, in more advanced
areas, part of a park etc.), and just a few movement orders - Turn left,
turn right, turn around and move forward. The trouble with this is that it
makes it possible to write illegal orders. Let's try to persuade old Rover
to a demonstration (No, Øystein, you don't want to use your own dog
for this).
"Where are you, Rover?"
"On a pavement outside a warehouse with the street on my left. What do
I do?"
"Turn right and move forward!"
"Alright..." THUMP! "Ow, that hurt!"
While my assistant takes Rover to the vet, I'll just say one more
thing about similar blocks: They make it possible to move through unmapped
terrain without trouble (well, without other trouble than that caused by
the local population at least!) All this does not necessarily mean I am
totally against a completely different mapping/movement system, though.
Keep those ideas coming...
"You could include height levels in the game: up (roofs,
hilltops, trees), normal (streets, shops) and down (cellars, holes, sewer,
subway)."
That would certainly make it different from the inspiration source!
But I have some difficulty with picturing "alley dogs" climbing
trees or riding (?) the subway! Sewer adventures could be interesting. Are
there really crocodiles down there?
"A graveyard is full of bones: a real paradise to dogs. But
then the occultists might try to catch a dog to sacrifice it."
I've got the feeling that someone is trying to outweird
me...(Occultists? What occultists? (pause) Oh, those
occultists!)
"Some people do hate dogs (I know, Øystein is one
of them!) so much that they try to poison their food.
"People should be able to hire dogs as watchdogs. Payment could
be in food or small "add-ons", e.g. a flea collar."
Actually I've never heard about people "hiring" stray dogs
for anything - they either adopt them completely or leave them alone.
Letting dogs interact with humans in this way seems to me like
over-anthropomorphizing...
"Talking about fleas: The dogs should also take care not to
catch any diseases etc. Searching in a dustbin is in that case more risky
than robbing a butcher.
"Don't forget that for a dog to be able to produce kids the
female must be in her fertile period. So if you want to include it, you'll
have to drop your one day per turn as this would take too long. Why not
make it a week? To be able to use the days of the week as a variable factor
why not divide orders into blocks e.g. order 1-2=monday, 3-4=tuesday etc.
Or even 1-5=monday-thursday."
Actually dogs would have a lot of trouble increasing the pack's size
by breeding in any case because the puppies would need time to grow up as
well! Bending the time scale won't help much, and I'm not that crazy about
letting dogs carry out one or two orders per day either!
One possible solution to the problem with things that take time
would be to let underdogs carry over from game to game. For instance, a
bitch first seen in game 1 could go into heat and mate in game 3, give
birth in game 4 and spend the next dozen of games raising her puppies in a
safe place until they were ready to assume independent roles in game 17.
Personally I would find it rather charming to discover that the underdog I
just picked up is an old friend or maybe even one of "my own"
puppies grown up! It's always a bit sad when a game ends and all the
characters just disappear, but this rule would change that. Of course, it
would be a possible problem that underdogs keep developing while you-dogs
have to start from scratch every time - the underdogs could become too
powerful!
By the way, is this talk about "kids" another example of
over-anthropomorphisation, or just a slip?
"You could use different fences and walls to separate
blocks/parts of the city from each other. Some fences/walls are higher than
others or dug in deeper. So dogs with better jump capabilities can cross
higher fences, others should dig their way under the barrier. In this way
certain parts of the city can be excluded from the beginning of the game.
Only experienced dogs can cross the walls. In this way, you can always
bring in some new parts in the game, which gives some new things to
explore/discover (like in RPGs upgrading a level)."
Having different "levels" sounds like a good idea, but
splitting up a city with fences and walls like that would not work. At
least it doesn't sound very plausible. No town I've ever been in had any
dividing features of that kind... (I've never been in Berlin, though!) And
requiring dogs to dig under a fence would only stop the first one!
For some alternative solutions, let me first say something about the
general structure of the game - a subject that hasn't been mentioned so
far, but everyone seems to assume IADL will be of the kind
with several separate game boards each existing for a finite time, rather
than the kind with everyone on one big board that lasts
"forever". (One thing that can be said in favour of the second
kind is that I won't have to think of any victory conditions!) Actually
both options may still be open (it's even possible that we may end up with
a hand-moderated game even though I keep talking about using a
computer...). Or how about a hybrid? Imagine a large ever-expanding
"country" full of cities of limited duration. Rather than each
city being a totally separate and independent unit, there would be ways to
move dogs (even whole packs) from one city to another. That way, each city
could be one "level" (more or less like Heroic Fantasy,
where each "level" you pass through is really a separate game).
It would also provide a new way of dealing with games where a lot of
players have dropped out or been eliminated: Just take the still-active
packs from two or three old games and put them together in one new
city.
Moving like this can obviously be justified and explained from the
gaming viewpoint, but there are a couple of problems when you see it from
the characters' viewpoint.
1) How? To be realistic, you can't just tell the player that his
pack is suddenly in a different city - he'll want to know how they got
there, and won't accept teleportation. One possibility is that the dogs
walk all the way, but in that case it would be rather strange to travel for
several days without anything happening, so this would make it necessary to
"create" the countryside as well, and since most countries have
more countryside than city (area-wise), this could even reduce the
significance of cities altogether. Another option would be to move the
whole pack together without stopping on the way. The mechanism for such
actions does exist - trucks and freight trains are just two examples (I
think planes should be left out, though - a single greyhound could perhaps
make it, but not a whole pack of mixed races!). By the way, moving the pack
with some kind of vehicle would make it easier for the moderator to put the
dogs wherever they fit in - dogs can't read, so they are generally not able
to figure out where a train will take them!
2) Why? Moving out of town to start over elsewhere is a
rather drastic action, and a pack of dogs would need some rather strong
motivation to do it. From the moderator's viewpoint it's perfectly
acceptable that he has to get everyone out of town because the game is
ending, but the players thinking for the dogs need a different kind of
motivation. The problem is to make them do it without feeling forced (even
though that is exactly what they are...). For instance, stating that all
the city's dogcatchers suddenly got together and rounded up all the stray
dogs in the city within an hour, and then loaded them on the first train
out of town does not only sound ridiculous, it would probably also make the
player feel like he hasn't got as much control as he would like ("But
I was just going to attack Brutus' pack, and dig some new holes, and raid
the drug store and... and..."). Besides, if the dogs were moved by the
humans they probably wouldn't find very much freedom at the end of the
line...
The alternative would of course be to persuade players to move
without actually telling them that they have to, which leads to two
problems:
1: Players want to stay even though everyone else is leaving. The
only solution I can think of at a moment's notice is to make the game so
boring the player will have no choice but to leave. But a player who
suddenly finds the game boring might just decide to quit altogether rather
than move "up" a level! Besides it does not sound very plausible
that exciting things just stop happening because there are so few dogs in
the city...
2: Players who get bored and want to leave before they're ready.
Well, you can't just tell a player than there won't be any trains or trucks
leaving the city for the first couple of months after his arrival, can you?
Fortunately (?) I've got a better idea here. It's quite simple: Dogs
boarding a vehicle have no control over where they are going, so it's up to
the moderator to decide where they are going. A pack that's ready to
upgrade could go to a "higher level" city, while one that is not
would be moved "sideways" to another game of the same level!
"Does the weather affect anything? (Yes, I do play Trolls
Bottom!)?"
I have already mentioned the effect of rain on scent markers, and
yes, the weather would most probably affect several other things as well.
Digging, for instance, would be harder both when the ground is very dry and
when it's very wet (particularly if the hole fills up with water even as
you're digging it!). Weather even interacts with a dog's race, e.g. a dog
with thick fur would get problems in hot weather, and would feel very
uncomfortable in heavy rain unless its coat is thoroughly waterproof.
Strong wind would make it harder to smell things (and so would dry dust).
And these are just a few examples of things that could be affected by
different weather types. What someone ought to do is take a big sheet of
paper and make a table where each row stands for a weather type and each
column for an action, and then go through all the squares and figure out
what effect that weather type would have on that action -
maybe even making it impossible! Just for an example, here is an attempt to
list the weather's effects on the Howling action.
| Sunshine: | No effect. |
| Rain: | Dogs generally stay under individual
cover, which tends to lessen the feeling of "togetherness". A dog
howling in the open with his head thrown back will get his mouth full of
water (!). The noise of the rain may drown out the sound and reduce its
effect. |
| Wind: | Carries away the sound, reducing the
psychological effect on the pack. Also, your downwind neighbours may hear
you even though you can't hear them. |
| Snow: | The effect is slightly ruined by the occasional sneeze when a dog gets a snowflake into his nose. |
Finally Hans comments on the title again and suggests calling the game D.O.G. but hasn't thought of a fancy interpretation of that acronym yet. If I should use this idea I would prefer the acronym to be D.O.G.S. (If "canine" was spelled with a G it could stand for Days Of Ganine Strife...)