Rise of Winterchill | Blog https://playcauseway.com/ en Refining Complexity https://playcauseway.com/blog/refining-complexity Refining Complexity<span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/profile/softmints" typeof="schema:Person" property="schema:name" datatype="">Softmints</span></span> <span class="field field--name-created field--type-created field--label-hidden">Fri, 08/25/2023 - 12:00</span> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p>Hi folks,<img alt="Icon for the High Water Mark Counsel." data-entity-type="file" data-entity-uuid="dfb91b6c-059a-4170-a46d-a0de4e5068bc" src="/sites/default/files/inline-images/Counsel_High_Water_Mark_1.jpg" class="align-right" /></p> <p>We've been doing lots of iteration with the game this summer. Let's share one of the lessons from our process!</p> <hr /> <h2>Complexity and Depth</h2> <p>For any new lane-pushing game to find success in the market, we believe it must satisfy three properties:</p> <ol class="framed"> <li><em><strong>Be fresh</strong></em> β€” enough to attract new players</li> <li><em><strong>Be accessible</strong></em> β€” enough that they'll bring their friends</li> <li><em><strong>Be deep</strong></em> β€” enough that expert players stick around</li> </ol> <p>This is the <em>minimum requirement</em> to "sit at the table" in our genre. There are many other ingredients to success β€” but today I want to touch on "depth".</p> <p>In terms of philosophy, achieving depth in Causeway can be done most elegantly through well-crafted complexity. (For more on that topic, do check out <a href="http://blog.wolfram.com/2009/03/25/minimum-inventory-maximum-diversity/">my favourite article</a> on the internet.)</p> <p>We feel that on our imaginary rulerπŸ“, Causeway's complexity (the number of mechanisms, and how tightly they interact) should rest a notch or two above that of <a href="https://lanepushinggames.com/moba/heroes-of-the-storm"><em>Heroes of the Storm</em></a>, and a few notches below <a href="https://lanepushinggames.com/moba/dota-2"><em>Dota 2</em></a>. This is intended to let us stay accessible, while also allowing for a rich level of mastery.</p> <hr /> <h2>Tailoring for a 'Medium' Fit</h2> <p>Knowing where we want to arrive β€” I have generally added "medium complexity" mechanisms to the game, in anticipation that their combination would produce the right result.</p> <p>It came as a surprise that this <em>hasn't</em> worked out so well!</p> <p>For an example, one mechanism in Causeway's alpha is 🍟<strong>Chips</strong>. A Chip is a semi-permanent debuff. It stacks up to 3 times, increases damage taken by 5% per stack, and is only cleared when visiting your base.Β </p> <p>It's hard to apply them quickly, so they're part of a longer-term attrition game. Several Counsels (our twist on items) have bonus effects when the target has 3 Chips. One character has a permanent Chip on their shoulder (yes, it's a term we use playfully!)</p> <p>However, Chips aren't <em>quite</em> a big enough part of gameplay that players wanted to allocate attention to them. Since the underlying idea is <em>"a long-term debuff whose impact you can shape with your build"</em>, we didn't want to simply buff them into relevance.</p> <p>Perhaps more importantly, <em><strong>they were tied in with another medium-complexity mechanism</strong></em>. We were giving players competing priorities before they might even begin to think about Chips.Β </p> <p>Personally I enjoy designing a medium-complexity armour system and shaping characters to fit it. But sometimes a 'neat idea' is really a solution looking for a problem! We are learning, slowly, that starting simple and building up seems to be the better approach.</p> <p>As one of our community members reflected...</p> <blockquote>β€œThe way to build a complex system that works is to build it from very simple systems that work.”<br /> <span class="faded">β€” Kevin Kelly</span></blockquote> <hr /> <p>Stay tuned,<br /> <em>Softmints</em></p> </div> <section class="field field--name-comment field--type-comment field--label-above comment-wrapper"> <h2 class="title comment-form__title">Add new comment</h2> <drupal-render-placeholder callback="comment.lazy_builders:renderForm" arguments="0=node&amp;1=137&amp;2=comment&amp;3=comment" token="jjnO2kYkKbWdP4KOL6hxoMXGBrhTN0iDgDYOV0EW-s8"></drupal-render-placeholder> </section> <div class="field field--name-field-image field--type-image field--label-above"> <div class="field__label">Image</div> <div class="field__item"> <img src="/sites/default/files/2023-08/Counsel_High_Water_Mark_1.jpg" width="200" height="200" alt="Icon for the High Water Mark Counsel" typeof="foaf:Image" /> </div> </div> Fri, 25 Aug 2023 12:00:00 +0000 Softmints 137 at https://playcauseway.com https://playcauseway.com/blog/refining-complexity#comments Let's Travel Together https://playcauseway.com/blog/lets-travel-together Let&#039;s Travel Together<span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/profile/softmints" typeof="schema:Person" property="schema:name" datatype="">Softmints</span></span> <span class="field field--name-created field--type-created field--label-hidden">Wed, 02/22/2023 - 10:00</span> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p><img alt="Icon for one of Causeway's abilities." data-entity-type="file" data-entity-uuid="b634c240-e4d8-4778-af98-c272994ee772" height="200" src="/sites/default/files/inline-images/Journey_Fellowship_1.jpg" width="200" class="align-right" />Greetings all!</p> <p>We've had Causeway in alpha for some time now. It really has been a blessing to gather so much feedback; our approaches and thinking sure get challenged a lot!</p> <p>The game is so early in many ways. Still, we feel it's important to keep you in the loop about the kind of game this is shaping up to be, so today we'll share a feature about which we're particularly excited.</p> <hr /> <h2>All Aboard!!</h2> <p>Many lane-pushing games give players a global mobility tool, such as the <em>Teleport Scroll</em> from DotA. This usually works by targeting a friendly building, and activates after a few seconds of channel time.</p> <p>In Causeway, all player characters have the <em>Teleport</em> ability as baseline. We don't ask you to buy it or choose it among other options, it's just part of everyone's kit.</p> <p>The <em>interesting</em> part is that our take on <em>Teleport</em> includes one extra rule: "you bring a friendly player along with you".</p> <div class="note-left"><img alt="Icon for the Teleport ability." data-entity-type="file" data-entity-uuid="e9bd9f4e-7a0b-4b87-ab17-6d4ed82b383e" height="64" src="/sites/default/files/inline-images/Spell_Teleport_1_0.jpg" width="64" /> <div class="description"> <h2>Teleport</h2> <p>Teleports you and 1 friendly player within 5 radius, to a friendly Monument after a 5 second channel time.</p> </div> </div> <p>Maybe this does not seem the most glamorous or ground-breaking change! However, what's exciting for us is how our players respond.</p> <p>Everyone starts each match with the same tools... yet players can accomplish <em>so much more</em> if they invite others to participate.</p> <p>Picture this situation...</p> <div class="note-left"> <div class="description"> <p>You and your laning partner are on lane, and are getting low on resources because you've been making big plays.</p> <p>Your partner decides to <em>Teleport</em> back to base. You choose to stand next to them β€” tagging along. Now back in base, you use your own <em>Teleport</em> to return to lane. Your partner stands next to you, hitching a ride.</p> <p>Both of you are now back on lane, at full resources, in the space of ~5 seconds.</p> </div> </div> <p>That's powerful. If one team starts coordinating their <em>Teleports</em> and the other does not... you can see the impact on each team's winning chances.</p> <p>In our alpha tests, we devs don't have to tell new players about <em>Teleport</em>. Our testers explain how it works to each-other because they want the efficiency.</p> <p>We feel this take on <em>Teleport</em> is great for the game because it's consentful and reciprocal and gets people involved and feeling like they're in a team. It represents a very "Causeway" way of doing things.</p> <hr /> <h2>Respecting our Roots</h2> <p>The inspiration for this tweak is an old lane-pushing game called <a href="https://lanepushinggames.com/moba/tides-of-blood"><em>Tides of Blood</em></a> (2003). It allowed players to buy a transport unit, hop inside it with teammates, and the transport itself had a <em>Teleport</em> ability.</p> <p>This led to a lot of cooperative play as teams would delicately position their transport units out of harm's way, yet close enough to act as an escape vehicle, or to relocate the team across the map if necessary.</p> <p>We didn't want to reintroduce extra units to control, but their spirit is hopefully alive and well.</p> <hr /> <h2>Whispering of Advisors</h2> <p>Last time, we mentioned that the Advisor system (our twist on items) was in a tricky place. We're pleased to say that we've found some interesting directions to explore β€” and yes it did involve creating a new "equipment" β€” one I haven't seen in any previous lane-pushing game.</p> <p>I'm happy with our new direction for this feature. More on that when it's ready :)</p> <p>Until next time,<br /> <em>Softmints</em></p> </div> <section class="field field--name-comment field--type-comment field--label-above comment-wrapper"> <h2 class="title comment-form__title">Add new comment</h2> <drupal-render-placeholder callback="comment.lazy_builders:renderForm" arguments="0=node&amp;1=135&amp;2=comment&amp;3=comment" token="fr1lzdGXCqsVa-XjmIAScNqspWAGARq0Tn_n87Ex5Cg"></drupal-render-placeholder> </section> <div class="field field--name-field-image field--type-image field--label-above"> <div class="field__label">Image</div> <div class="field__item"> <img src="/sites/default/files/2023-02/Journey_Fellowship_1.jpg" width="512" height="512" alt="Icon for one of Causeway&#039;s abilities." typeof="foaf:Image" /> </div> </div> Wed, 22 Feb 2023 10:00:00 +0000 Softmints 135 at https://playcauseway.com https://playcauseway.com/blog/lets-travel-together#comments Branching Pathways https://playcauseway.com/blog/branching-pathways Branching Pathways<span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/profile/softmints" typeof="schema:Person" property="schema:name" datatype="">Softmints</span></span> <span class="field field--name-created field--type-created field--label-hidden">Fri, 10/07/2022 - 20:00</span> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p><img alt="Icon for the ability Mind Carriage" data-entity-type="file" data-entity-uuid="04f28253-d867-4d8a-ab3e-eda853170564" height="200" src="/sites/default/files/inline-images/Spell_Mind_Carriage_2.jpg" width="200" class="align-right" />Hi everyone,</p> <p>We've had a busy summer working on the game, stabilising a few key features, and preparing to revisit some others.</p> <p>We also spent time to develop some of our long term plans for the game and our studio. It is amazing what introspection and conversations with the right people can reveal! We're very excited about what's to come.</p> <hr /> <h2>Forks in the Road</h2> <p>In the past, we've shared that Causeway's in-match progression is called the "Advisor" system. It's our twist on items. While we won't dive into much detail about it yet, we do have a lesson or two to share from development.</p> <p>One of the goals of the Advisor system is to be a <em>"minimum inventory, maximum diversity"</em> system. This describes the tricky balance of having as little content as possible (less tooltips to read and internalise) while allowing a large number of (viable) possibilities and choices.</p> <p>We have an implementation of this system, and we discovered that while had potential, it also came with a major shortcoming...</p> <blockquote> <p>Players don't find it fun to calculate a large number of (viable) possibilities in the short timespan of a match.</p> </blockquote> <p>Every time they opened the menu β€” there were too many options! There was also not a strong enough thread of <em>progression</em> through those options to narrow them down.</p> <p>The system had so much freedom that players experienced <em>choice paralysis</em>. We saw people return to familiar options, rather than face the frustration of trying to optimise under time pressure.</p> <p>That is a pretty big problem!</p> <p>The Advisor system will need revisiting to address this issue. We plan to explore whether better UX can make a difference. <a href="https://lanepushinggames.com/article/dawngate-part-2">Dawngate</a> did a great job of concealing lots of choices in a cleverly designed menu.</p> <p>Dividing progression into <a href="https://lanepushinggames.com/article/equipments-the-story-of-items-talents-spells-and-trinkets">different equipments</a> is usually a show of confidence from game designers, so that is another option we'll consider (though there are reasons we haven't pursued it yet).</p> <hr /> <h2>Steps of the Giants</h2> <p>As some of you will remember, our game is named after the <em>Giant's Causeway</em>, which is a landmark in Northern Ireland. It also happens to be a <em>UNESCO World Heritage Site</em> for its stunning natural beauty.</p> <p>During the summer, I had the opportunity to visit it for the first time. (Yes, we chose the name <em>before</em> visiting!)</p> <p>Even though I'd seen plenty of photos online, I wasn't sure what to expect. Now I understand why I couldn't get a feel from just photos.</p> <p>The area has a <em>huge</em> amount of variation in the size, shape, colour, erosion, and formation of the rocks. I don't think one picture or angle can really capture it. So here's a few samples I took...</p> <img alt="Two photos of the Giant's Causeway in Northern Ireland" data-entity-type="file" data-entity-uuid="a1f476df-c58f-41fb-bc41-7a0af1e56000" src="/sites/default/files/inline-images/Causeway_1.jpg" class="align-center" /><img alt="Two photos of the Giant's Causeway in Northern Ireland" data-entity-type="file" data-entity-uuid="e25f64bd-060d-4b96-bc86-e7f7014c80ac" src="/sites/default/files/inline-images/Causeway_2.jpg" class="align-center" /><img alt="Two photos of the Giant's Causeway in Northern Ireland." data-entity-type="file" data-entity-uuid="152ba08e-a9bf-4c4a-b82a-70e30262faaf" src="/sites/default/files/inline-images/Causeway_3.jpg" class="align-center" /> <p>When I mention that I work on a game called 'Causeway', people sometimes guess it might involve a hexagonal grid of some kind β€” a rigid structure often used in turn-based games.</p> <p>I felt much more inspired by the <em>natural variations</em> that appear all around this landscape. I hope Causeway's gameplay can be known for giving players the same <em>organic</em> feeling!</p> <hr /> <p>Finally, we're very grateful for the time our testers have contributed to help improve the game this year.</p> <p>Despite our website not having pretty artwork (or <em>much detail generally</em>) we've somehow managed to attract a consistently lovely group of people. Running games and tests has been made so easy because of the open and friendly attitudes that our testers bring with them every week.</p> <p>We look forward to welcoming more of you on this journey before the end of the year :)</p> <p>Thanks for reading,<br /> <em>Softmints</em></p> </div> <section class="field field--name-comment field--type-comment field--label-above comment-wrapper"> <h2 class="title comment-form__title">Add new comment</h2> <drupal-render-placeholder callback="comment.lazy_builders:renderForm" arguments="0=node&amp;1=131&amp;2=comment&amp;3=comment" token="-rzhXWk28BhVlD3bVtiTi7oCtWuFX34-dVDOA3URR1g"></drupal-render-placeholder> </section> <div class="field field--name-field-image field--type-image field--label-above"> <div class="field__label">Image</div> <div class="field__item"> <img src="/sites/default/files/2022-09/Spell_Mind_Carriage_2.jpg" width="512" height="512" alt="Icon for the ability Mind Carriage" typeof="foaf:Image" /> </div> </div> Fri, 07 Oct 2022 20:00:00 +0000 Softmints 131 at https://playcauseway.com https://playcauseway.com/blog/branching-pathways#comments A Net Cast Wide https://playcauseway.com/blog/net-cast-wide A Net Cast Wide<span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/profile/softmints" typeof="schema:Person" property="schema:name" datatype="">Softmints</span></span> <span class="field field--name-created field--type-created field--label-hidden">Thu, 02/24/2022 - 18:00</span> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p>Hello all,<img alt="Icon depicting a net with oceanic colours" data-entity-type="file" data-entity-uuid="f0c83a43-9c20-415d-958f-4e26aa6d5f65" height="200" src="/sites/default/files/inline-images/Counsel_Leave_the_Net_2.jpg" width="200" class="align-right" /></p> <p>Since our previous update, most of our development work has targeted small, incremental improvements.</p> <p>Some have made their way into the game: like better cursor targeting and tidying up the counsel "shop" interface (we mentioned this was a pain point for players last year).</p> <p>Others, like being able to attack or cast while moving, are still being finalised. They'll be fun additions when they're ready!</p> <hr /> <h2>Decorating the Lobby</h2> <p>In December, we added a small showcase of <em><strong>micro-modding</strong></em> to the game. This is our term for players being able to make small additions to the game which can significantly alter gameplay, usually done from the lobby settings.</p> <p>This feature needs a lot of work, but initial reactions were promising. We definitely got some discussion going!</p> <p>We value this addition because it helps our iteration process too. When we're examining a topic like <em>"how does laning feel?"</em>, it's great to be able to explore variations without deploying a new patch.</p> <hr /> <h2>Thinking Fundamentals</h2> <p>The rules of "Causeway" haven't changed much over the last year. Yes, we've added content and features β€” these were <em>safe</em> changes to a base game which was already working and fun.</p> <p>This approach served us well. It allowed us to focus on fixing bugs and achieving stability, while also being comfortable to introduce people to the game at any time. We knew they'd arrive to a good build.</p> <p>Also, we know that in the mountain range of fun, we are <strong><em>not</em></strong> already atop the highest peak. The new mechanics we've introduced could be interacting more, the systems made more elegant... and we do love emergent surprises.</p> <p>We don't want to let cool opportunities escape the net!</p> <hr /> <h2>Changing Seasons</h2> <p>Since we now have infrastructure for <em>micro-modding</em> and tweaking game modes, we can support rich alternative modes that co-exist with the base game.</p> <p>Taking advantage of this, we're adding a new game mode to the alpha called <em>'</em><strong><em>Weekly</em></strong><em>'</em>.</p> <p>Our plan is to spend 12 weeks testing assumptions about the game β€” trying risky, even wacky changes that would have previously been destabilising. Our purpose is exploration; we expect most ideas won't be for keeps. That's okay, because we're comfortable failing forward!</p> <p>As well as our own collection of ideas, we're inviting suggestions from our alpha testers. At the end of the 12 weeks, we've hopefully had some fun, created a few stories, and learned a thing or two more about the game.</p> <p>Until next time,<br /> <em>Softmints</em></p> </div> <section class="field field--name-comment field--type-comment field--label-above comment-wrapper"> <h2 class="title comment-form__title">Add new comment</h2> <drupal-render-placeholder callback="comment.lazy_builders:renderForm" arguments="0=node&amp;1=128&amp;2=comment&amp;3=comment" token="5zdu7cGWMMYUU3E0FV9j4O_EFkQCyRm19H3kHVkTH2w"></drupal-render-placeholder> </section> <div class="field field--name-field-image field--type-image field--label-above"> <div class="field__label">Image</div> <div class="field__item"> <img src="/sites/default/files/2022-02/Counsel_Leave_the_Net_2.jpg" width="512" height="512" alt="Icon for Leave the Net" typeof="foaf:Image" /> </div> </div> Thu, 24 Feb 2022 18:00:00 +0000 Softmints 128 at https://playcauseway.com https://playcauseway.com/blog/net-cast-wide#comments Forging an Identity https://playcauseway.com/blog/forging-identity Forging an Identity<span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/profile/softmints" typeof="schema:Person" property="schema:name" datatype="">Softmints</span></span> <span class="field field--name-created field--type-created field--label-hidden">Wed, 11/24/2021 - 20:00</span> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p><img alt="Icon for the ability Taper" data-entity-type="file" data-entity-uuid="81f30b2b-22c1-4678-ba12-3a6bfbe77b33" height="200" src="/sites/default/files/inline-images/Spell_Taper_1.jpg" width="200" class="align-right" />Hey everyone,</p> <p>We have been busy in many directions over the past two months, from fixing bugs in the alpha client to exploring new and potential partnerships that will shape the future of our studio.</p> <p>I'm pleased to say that our internal footage of the game has come a long way and it has really felt like a milestone β€” something we as developers can look at and say:<em> "hey – we have a game!"</em></p> <p>Today, I'd like to share one specific thing we've been working on, which you might have already noticed somewhere...</p> <hr /> <h2>Making a Mark</h2> <p>Over the past three months, we've been working with the talented graphic designer <em>Lurinzu</em> on a new logo for the game. Our previous logos were made by me, and while I enjoy typography β€” I don't have much talent for it! ?</p> <p>We were keen to do this because we won't be ready to show game art for quite a while. In the meantime, a logo makes a great "anchor" for the visual identity of the project.</p> <p>Here's our new logo as it now appears on our front page:</p> <img alt="Causeway Logo" data-entity-type="file" data-entity-uuid="c53a73ca-242a-4702-87f5-4e7f214766f6" src="/sites/default/files/inline-images/logo-gold-main.png" class="align-center" /> <p>We set out to craft a logo that feels organic, bespoke, and "refined, yet accessible" β€” and I think the result does a great job at communicating these qualities of the game.</p> <p>As with many creative processes, we used lots of reference material. Some was already hoarded for general game art direction, some was specific to typography, and some was added during our explorations.</p> <img alt="..." data-entity-type="file" data-entity-uuid="f2cf7cca-5fb7-44a7-90f3-0d3413541024" src="/sites/default/files/inline-images/Mood%20Board_0.jpg" class="align-center" /> <p>Above, you can see some of the Victorian type that was referenced for parts of the 'C', with some softening applied to better suit our style.</p> <p>It's worth saying that game logos are quite different to logos for print or even other digital products, and we learned a lot from reflecting on how other games brand themselves.</p> <p>For example, games in the <em>Fantasy/Strategy</em> genres often use metallic colours and shapes, or gems to communicate progression through gathering of wealth. We first had to understand that rule, before deciding to deviate because it wouldn't be a fit for Causeway's lore and world-building.</p> <p>You can now enjoy the new logo across our socials, and if you'd like to see more work from Lurinzu β€” go check out <a href="https://www.instagram.com/lurinzu/">their instagram</a>.</p> <hr /> <p>If you <em>particularly</em> like the new visuals, do feel free to share them with a friend!</p> <p>We'll remain busy on our side working on the game, and look forward to updating you again in the new year.</p> <p>Until next time,<br /> <em>Softmints</em></p> </div> <section class="field field--name-comment field--type-comment field--label-above comment-wrapper"> <h2 class="title comment-form__title">Add new comment</h2> <drupal-render-placeholder callback="comment.lazy_builders:renderForm" arguments="0=node&amp;1=125&amp;2=comment&amp;3=comment" token="l-ci_vhW44zR-F_-lVNZYUnvjflAc7mQrlJOPFqCbF4"></drupal-render-placeholder> </section> <div class="field field--name-field-image field--type-image field--label-above"> <div class="field__label">Image</div> <div class="field__item"> <img src="/sites/default/files/2021-11/Spell_Taper_1.jpg" width="512" height="512" alt="Icon for the ability Taper" typeof="foaf:Image" /> </div> </div> Wed, 24 Nov 2021 20:00:00 +0000 Softmints 125 at https://playcauseway.com https://playcauseway.com/blog/forging-identity#comments Exchange of Opportunities https://playcauseway.com/blog/exchange-opportunities Exchange of Opportunities<span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/profile/softmints" typeof="schema:Person" property="schema:name" datatype="">Softmints</span></span> <span class="field field--name-created field--type-created field--label-hidden">Tue, 09/21/2021 - 20:00</span> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p><img alt="Icon for Renewal" data-entity-type="file" data-entity-uuid="b7ddbd28-edf6-41be-9b59-71694b9af9af" height="200" src="/sites/default/files/inline-images/Counsel_Renewal_1.png" width="200" class="align-right" />Hello everyone!</p> <p>We hope you've all had a pleasant summer. Ours was an industrious one!</p> <p>Lets dive into a few topics we've been thinking about...</p> <hr /> <h2>Communicating Causeway</h2> <p>It's hard to explain our game!</p> <p>Internally, we have a very clear picture of the kind of game Causeway should be. We try to communicate that externally, through pages like our <a href="/design-principles">Design Principles</a>. But reading through all that... what does it <em>mean</em> for players?</p> <p>I've been told that our website describes more of a <em>vision</em> than a game. I think that's true.</p> <p>Of course vision is important, but a great game description usually has a key mechanic that hooks people in. We've been reflecting on how to help a first-time visitor quickly understand: "why Causeway?"</p> <p>Our conclusion is that if there's one theme that's really present in Causeway, it's <em><mark>exchange of opportunities</mark></em>.</p> <p>This is a large part of what you will do in the game. Here's what it means.</p> <hr /> <h2>Invitation to Participate</h2> <p>As you play, you will be making choices. Initially it's character select, then it's counsels (our twist on items) and choices on lane and around objectives.</p> <p>The way Causeway frames them, each choice you make is like advancing an idea, and each of these ideas is something your team can build upon. You don't have to ask or even <em>want</em> them to do that β€” they can just see what you did, and follow along if they like.</p> <p>An idea that several players are building upon tends to become exponentially stronger. This means someone else's choice presents you with an opportunity to build towards something interesting and cool. Similarly, your choices introduce opportunities for others, and this process repeats throughout the match.</p> <p>We design for this "exchange of opportunities" because it accelerates players connecting with each-other and collaborating on shared ideas. Choices become conversation-starters, ice-breakers, and focal points for working together.</p> <p>We don't rely on any specific mechanic for this, though many contribute. Instead, we have a philosophy that for a choice to be in the game, it must feed into this cycle of exchange.</p> <hr /> <h2>A New Character</h2> <p>It's time to introduce another Causeway character.</p> <p>Meet <a href="https://lanepushinggames.com/game/causeway/hero/jasper"><strong>Jasper</strong></a> β€” our meddlesome dealer in bootleg jewellery!</p> <p>Jasper has been in the alpha for quite a while. We initially added him as a clone of <a href="http://riseofwinterchill.pbworks.com/w/page/7014363/Geomancer">Geomancer</a> <span style="color:#777">(warning: old http link!)</span>, a concept from one of my old games. The character was popular for his interaction of placing obstacles and knocking enemies into them.</p> <p>For Causeway, we've diversified Jasper with more utility and some very conditional mobility tools. He enjoys his previous strengths, and now has a nice flow thanks to iteration and feedback from our testers.</p> <hr /> <h2>Alpha Progress</h2> <p>This summer we made lots of progress with the game. The client is smoother and more stable than ever, and covers most of the basic quality-of-life features players expect.</p> <p>We've done a major pass on audio, improving on individual sounds as well as levels, music, and implementing some fancier behind-the-scenes features to make the acoustic experience, well, sound great!</p> <p>Of course, take all this with a pinch of salt. It's still an <em>alpha</em>.</p> <p>We've also added plenty of content. There are now 50+ counsels in the game, which is enough that most characters have multiple build options to consider.</p> <p>This is putting pressure on us, because players are having a hard time <em>navigating</em> these 50+ options. It's also an intimidating number to be faced with right from the start of a match!</p> <p>We know the finished game will have fancy filtering tools and all the modern conveniences that make browsing and discovery easy... and we're going to have to invest in some of that earlier than we'd planned for.</p> <p>It seems as content scales up, a game's UI really needs to keep pace! We look forward to exploring more in this space over the coming weeks.</p> <p>Until next time,<br /> <em>Softmints</em></p> </div> <section class="field field--name-comment field--type-comment field--label-above comment-wrapper"> <h2 class="title comment-form__title">Add new comment</h2> <drupal-render-placeholder callback="comment.lazy_builders:renderForm" arguments="0=node&amp;1=120&amp;2=comment&amp;3=comment" token="Yxx-Y04Ntrw_5KZ7Tca1ImMQvDq3AkVPkrgMCNN5haw"></drupal-render-placeholder> </section> <div class="field field--name-field-image field--type-image field--label-above"> <div class="field__label">Image</div> <div class="field__item"> <img src="/sites/default/files/2021-09/Counsel_Renewal_1.jpg" width="512" height="512" alt="Icon for Renewal" typeof="foaf:Image" /> </div> </div> Tue, 21 Sep 2021 20:00:00 +0000 Softmints 120 at https://playcauseway.com https://playcauseway.com/blog/exchange-opportunities#comments The Rat Race https://playcauseway.com/blog/rat-race The Rat Race<span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/profile/softmints" typeof="schema:Person" property="schema:name" datatype="">Softmints</span></span> <span class="field field--name-created field--type-created field--label-hidden">Mon, 05/31/2021 - 22:00</span> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p><img alt="Icon" data-entity-type="file" data-entity-uuid="acd0a5ea-c0e0-46dd-bfdc-3dc2f96da409" height="200" src="/sites/default/files/inline-images/Counsel_Rat_Race_4.jpg" width="200" class="align-right" />Hi all,</p> <p>A few weeks ago, we welcomed a small group of players from the mailing list into the alpha.</p> <p>Unfortunately we couldn't bring in everybody who applied, and we do appreciate it's been a long wait for many. There will be future opportunities, so stay tuned.</p> <p>Having some new eyes on the game has been great, so lets share a little about that.</p> <p>One of our recent matches stretched for over an hour! While it was fun throughout, this was far beyond our expected match time. Thankfully, it did shed some light on how we approach developing the game.</p> <hr /> <h2>The Tool You Reach For...</h2> <p>Causeway is being developed starting with the things we know and feel confident about. From my previous work on <em>Rise of Winterchill</em>, that would lean towards PvP combat with interesting character progression, and not so much towards pacing and objectives. (We'll learn more about those as we go.)</p> <p>Because of this, the game at present has some "incompleteness". There are tools we don't provide to players, such as stuns (which <a href="https://lanepushinggames.com/article/lanes-without-stuns">we've written about</a> before). Another example is that there's no "boots" that would make some characters faster than others.</p> <p>The result is that players end up with some "problems" like "chasing enemies down" where there may be limited or no tools available to solve that problem. A similar "missing tool" problem was the cause for that 1-hour match.</p> <p>This can be healthy for us! β€” as part of our iterative process. Where players are motivated to solve something, that's a hook for us to ask: "can it be interesting to solve this as a team?"</p> <p>One of the Counsels, <em>Rat Race</em>, seems to have landed nicely into this category. It's a tool, arguably the <em>only</em> tool for chasing enemies, and it works wonders with team coordination.</p> <p>We're continuing to explore in this space, and figure out what tools we can present to let players solve some of these "problems" in more collaborative ways.</p> <hr /> <h2>Less is More</h2> <p>We've also seen that some character abilities were more complicated than they needed to be.</p> <p>This ran against expectations for me. I estimated a certain level of complexity thatΒ  was needed in the kits to keep them interesting, and it turns out I was placing the bar about "one mechanic" too high. That was pretty close to the right level, but I'm happy to learn that we can work with less.</p> <p>Here's two abilities we've shared previously, which have had some parts removed:</p> <div class="note-left"><img alt="The icon for Gristly Fate" data-entity-type="file" data-entity-uuid="8b358484-b67f-43ce-ad5e-fe0ae3b8a207" height="64" src="/sites/default/files/inline-images/Spell-Bamboleo-1.jpg" width="64" /> <div class="description"> <h2>Gristly Fate</h2> <p>The target allied unit gains a damage shield, <s style="color:#888">which <em>ignores damage </em>from any unit below 33% of its maximum life</s>.</p> <p>The shield will last for 4 seconds on yourself, or 4 seconds on an ally, after which it transfers back to you for 8 seconds if it's still alive.</p> </div> </div> <div class="note-left"><img alt="The icon for Rush of Faith" data-entity-type="file" data-entity-uuid="156ce4f0-9ace-4161-856a-360d6edea472" height="64" src="/sites/default/files/inline-images/Spell_Rush_of_Faith_First_1.png" width="64" /> <div class="description"> <h2>Rush of Faith</h2> <p>Pause for 1.5 seconds, before healing yourself or rushing to an target allied unit at increased speed to heal them at melee range.</p> <p>You may reactivate up to <s style="color:#888">three</s> two times at the cost of influence, to add:</p> <ul> <li>+60% healing</li> <li><s style="color:#888">a cleanse</s></li> <li>an area cleanse</li> </ul> </div> </div> <p>We really want players to figure out their characters within 2-3 games, so they can start thinking about how to <em>succeed</em> with the character.</p> <p>The <a href="https://lanepushinggames.com/game/causeway/hero/scavenger">Scavenger</a> and <a href="https://lanepushinggames.com/game/causeway/hero/rasputin">Rasputin</a> character pages have been updated with these (minor) changes. A short tooltip is a happy tooltip!</p> <p>Until next time,<br /> <em>Softmints</em></p> </div> <section class="field field--name-comment field--type-comment field--label-above comment-wrapper"> <h2 class="title comment-form__title">Add new comment</h2> <drupal-render-placeholder callback="comment.lazy_builders:renderForm" arguments="0=node&amp;1=118&amp;2=comment&amp;3=comment" token="1_YbFGGrpAkx6lBLDRu4MJRFb7EDFCxxS4TKaQXpxCY"></drupal-render-placeholder> </section> <div class="field field--name-field-image field--type-image field--label-above"> <div class="field__label">Image</div> <div class="field__item"> <img src="/sites/default/files/2021-05/Counsel_Rat_Race_4.jpg" width="512" height="512" alt="Icon" typeof="foaf:Image" /> </div> </div> Mon, 31 May 2021 22:00:00 +0000 Softmints 118 at https://playcauseway.com https://playcauseway.com/blog/rat-race#comments Piece by Piece https://playcauseway.com/blog/piece-by-piece Piece by Piece<span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/profile/softmints" typeof="schema:Person" property="schema:name" datatype="">Softmints</span></span> <span class="field field--name-created field--type-created field--label-hidden">Mon, 03/29/2021 - 21:00</span> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p><img alt="Icon for the 'If You Build It' counsel." data-entity-type="file" data-entity-uuid="e51b56b4-1523-45af-a8c2-264486b377f5" height="200" src="/sites/default/files/inline-images/Counsel_If_You_Build_1.jpg" width="200" class="align-right" />Warmest greetings, everyone!</p> <p>It's been a fine year for Causeway so far. We are still a small team running an alpha, and over the last two months a lot of pieces have found their places.</p> <p>Players are finding the experience fresh, something that learns here and there from other games but isn't trying to be them.</p> <p>Much as I enjoy the tests, we're far from a polished game. I could spend three weeks on nothing but user experience (UX) and it would be a great use of time β€” yet we have to keep moving and creating and growing as well!</p> <p>Speaking of growth, lets talk a little about that...</p> <hr /> <h2>Our Code of Conduct</h2> <p>Before scaling up a community, it's important that we lay out a vision for what we want to become.</p> <p>When we consider potential problems, the saying <em>'Prevention is Better than Cure'</em> applies β€” and the same goes for creating opportunities! If we want the best for our community: <em>Planning is better than pivoting!</em></p> <p>One early investment we've made is putting together a <strong><em>Code of Conduct</em></strong>. You can read about our full process for that in? <a href="https://lanepushinggames.com/article/how-we-wrote-our-code-of-conduct">the latest Design Article</a>, or you can take a look through <a href="https://lanepushinggames.com/sites/default/files/2021-03/Code_of_Conduct%20v0.1%20Public.pdf">the pdf</a>.</p> <p>We've also added rules to our community discord server, which go into effect immediately.</p> <hr /> <h2>Strike While the Iron is Hot!</h2> <p>Have you got a favourite, snappy piece of advice? Our in-game <strong>Advisors</strong> might like to dispense it!</p> <p>Rather than ever-fancier swords and shields: our characters rely on <em><strong>'Counsels'</strong></em> for new ideas that will help them progress, work together, and get the edge over their opponents.</p> <p>Here are two in-game examples:</p> <div class="note-left"><img alt="A bird flying in an upward direction." data-entity-type="file" data-entity-uuid="0e2aae90-0e7d-4b0a-8c27-89035812c0ff" height="64" src="/sites/default/files/inline-images/Counsel_Bird_in_Hand_1.jpg" width="64" /> <div class="description"> <h2>A Bird in Hand is worth Two in the Bush</h2> <p>When an ally within 10 radius of you chooses some <strong>Companions</strong>, one <strong>Companion </strong>of that type will appear immediately.</p> <p>It will follow the nearest ally with <strong>A Bird in Hand</strong>, and lasts for 10 seconds.</p> </div> </div> <div class="note-left"><img alt="A decision tree with one path highlit" data-entity-type="file" data-entity-uuid="db2bccce-3ba3-4a8a-8045-302e130e047d" height="64" src="/sites/default/files/inline-images/Counsel_Brilliancy_2.jpg" width="64" /> <div class="description"> <h2>One Bad Plan is better than Two Good Plans</h2> <p>When every player on your team has taken <strong>One Bad Plan</strong>, you deal +100% damage to enemy <strong>Cores</strong>.</p> <p>Until then, you deal +20% damage to enemy Cores.</p> </div> </div> <p>Okay, so that last one is a bit silly β€” but it shows that a fun saying can actually make it into the game! We'd love to gather some more ideas for Counsels: and sourcing from the community is a great way to do it.</p> <p>Feel free to drop into the new <a href="https://discord.gg/EtgrsrE"><strong>#counsel-suggestions</strong></a> channel on our discord to read the guidelines and share your favourites!</p> <p>Thanks for reading,<br /> <em>Softmints</em></p> </div> <section class="field field--name-comment field--type-comment field--label-above comment-wrapper"> <h2 class="title comment-form__title">Add new comment</h2> <drupal-render-placeholder callback="comment.lazy_builders:renderForm" arguments="0=node&amp;1=110&amp;2=comment&amp;3=comment" token="WllTRRhus_Ol7kog9Kee0uUBh9Vha7Wk411BMVryhsc"></drupal-render-placeholder> </section> <div class="field field--name-field-image field--type-image field--label-above"> <div class="field__label">Image</div> <div class="field__item"> <img src="/sites/default/files/2021-03/Counsel_If_You_Build_1.png" width="512" height="512" alt="Icon for the &#039;If You Build It&#039; counsel." typeof="foaf:Image" /> </div> </div> Mon, 29 Mar 2021 21:00:00 +0000 Softmints 110 at https://playcauseway.com https://playcauseway.com/blog/piece-by-piece#comments Stringing Things Together https://playcauseway.com/blog/stringing-things-together Stringing Things Together<span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/profile/softmints" typeof="schema:Person" property="schema:name" datatype="">Softmints</span></span> <span class="field field--name-created field--type-created field--label-hidden">Thu, 01/21/2021 - 14:00</span> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p><img alt="Icon for Patterned Pearl" data-entity-type="file" data-entity-uuid="86c6f30a-d714-4431-a3a3-f0e6f9a1a920" height="200" src="/sites/default/files/inline-images/Counsel_Patterned_Pearl_1.jpg" width="200" class="align-right" />Happy New Year!</p> <p>...and a warm welcome to <em>PlayCauseway.com</em>! We have switched over the website address β€” to match with our recent re-brand to <em>Causeway</em>.</p> <p>We've also had to recreate some of our social accounts, as they usually don't allow switching handles.</p> <p>Take a moment to add us (if you want us!) over at:</p> <ul> <li><em><a href="https://twitter.com/playcauseway">twitter.com/playcauseway</a></em></li> <li><em><a href="https://twitch.tv/playcauseway">twitch.tv/playcauseway</a></em></li> <li><em><a href="https://www.reddit.com/r/playcauseway">/r/playcauseway</a></em></li> </ul> <hr /> <h2>Modular Parts</h2> <p>Today I want to share my excitement for one of our upcoming changes in the alpha, which will affect <strong>Custom Lobby Options</strong>.</p> <p>Usually, the options in the custom lobby for a match might allow adjusting some numbers: the rate of resource gain, death timers, and maybe even the victory condition.</p> <p>We're interested in pushing further. Causeway is <strong><mark>modular</mark></strong> in its design: the game is built to allow swapping pieces in and out at a fundamental level.</p> <p>There's two different ways we categorise modular content:</p> <ol class="spaced framed"> <li><mark>Primary content</mark> is a substantial, stand-alone piece which forms a permanent addition to the game.<br /> This might be a character or a map. Game lobbys usually have official tools for interacting with them, such as selecting a map, or banning characters.</li> <li><mark>Secondary content</mark> is content which <em>'slots in</em>' to primary content.<br /> For example, a map might have a "boss pit" where players fight a monster. The <em>particular</em> monster or boss that you fight could be considered <em>secondary content</em>.</li> </ol> <p>In Causeway, we are setting things up so <em>secondary content</em> gets a similar level of custom lobby support as <em>primary content</em>. We're also making sure that it's easy for modders to <strong><em>create</em></strong> secondary content.</p> <p>Why do this?</p> <ul class="spaced"> <li>Primary content is difficult to create. Even without audio and visual effects, right now an average Causeway character needs 700 lines of scripting.</li> <li>Primary content is difficult to assess. Players need to <em>try</em> a map or character many times to understand how and why it's different. This also leads to difficulties with tuning and balance.</li> <li>Primary content overlaps with our business model. We're motivated to have characters whose lore matches our world, and whose cosmetics we can sell. Modder contributions may not always align with this.</li> </ul> <p>In my experience, modders of lane-pushing games are very drawn to making primary content. I totally get why... and also it tends to be too ambitious to overcome the frictions mentioned above.</p> <p>By putting our support behind <em>secondary content</em>, we lower the barrier for modders to get started β€” as secondary content involves so much <em>less scripting!</em> It is easier to share, easier for other players to understand, and thus can gather traction.</p> <p>That's the positive feedback loop that can eventually lead to bigger things!</p> <p>For players, they can experience variations on the game which don't demand a lot of learning, <em>and</em> they can choose their own mix of fresh and familiar. A new selection of buffs in the jungle might adjust the pacing of the match, or open entirely new strategies for teams to explore.</p> <p>As developers, we can get a read from players about whether picking and banning certain types of <em>secondary content</em> is something that interests them for official matches. We also position Causeway to keep up with current genre trends (to an extent!), as new pieces are swapped in so easily.</p> <p><em><strong>We are building Causeway to last for 10 years!</strong></em></p> <hr /> <h2>On Primary Content</h2> <p>I am pleased to have just finished another pass on Causeway's alpha character kits, nudging them a little closer to where they should be.</p> <p>Why, we'll even share one with you! Take a first peek at the kit for <a href="https://lanepushinggames.com/game/causeway/hero/tempest">Tempest</a>, who is now listed on the <a href="/characters">Characters</a> page.</p> <p>Finally, if you've been enjoying these posts, do consider telling a friend about us and pointing them to <a href="https://playcauseway.com/"><em>PlayCauseway.com</em></a><em>.</em> Maybe they will find something here that they can get excited about too!</p> <p>Until next time,<br /> <em>Softmints</em></p> </div> <section class="field field--name-comment field--type-comment field--label-above comment-wrapper"> <h2 class="title comment-form__title">Add new comment</h2> <drupal-render-placeholder callback="comment.lazy_builders:renderForm" arguments="0=node&amp;1=109&amp;2=comment&amp;3=comment" token="sSjkqxh7GTkyg29tXkaFAnNK7zYThBjULinxph65WyE"></drupal-render-placeholder> </section> <div class="field field--name-field-image field--type-image field--label-above"> <div class="field__label">Image</div> <div class="field__item"> <img src="/sites/default/files/2021-01/Counsel_Patterned_Pearl_1.jpg" width="512" height="512" alt="Icon for Patterned Pearl" typeof="foaf:Image" /> </div> </div> Thu, 21 Jan 2021 14:00:00 +0000 Softmints 109 at https://playcauseway.com https://playcauseway.com/blog/stringing-things-together#comments Causeway https://playcauseway.com/blog/causeway Causeway<span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/profile/softmints" typeof="schema:Person" property="schema:name" datatype="">Softmints</span></span> <span class="field field--name-created field--type-created field--label-hidden">Sun, 11/22/2020 - 23:00</span> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p><img alt="Icon depicting an ability" data-entity-type="file" data-entity-uuid="32a40e90-1169-4727-b726-33e30bc3a357" height="200" src="/sites/default/files/inline-images/Spell_Ancient_Breaths.png" width="200" class="align-right" /></p> <p>Earlier this week I was writing a new design article.</p> <p>While we don't do <em>Design Articles</em> often, I feel they provide the closest insight into the game we're making. Having them in a separate category helps keep key information from getting lost in all this blogging that we do.</p> <p>Then I realised <a href="/articles/tend-and-befriend">the article</a> I was writing was unpublishable.</p> <p>Not because it was poorly written, or because it gave too much away. Not because the website had broken (actually I did have to fight it a bit).</p> <p>It was because writing this article about a game called <em>'Rise of Winterchill</em>' felt moronic. Like, a complete <em>undo</em> to everything we just said. You couldn't pay me to publish it like that.</p> <p>We reflected on what that meant, and so today we're announcing the actual name of the game we're making. Which is <strong><em>Causeway</em></strong>.</p> <p>The word <em>'causeway'</em> means "a raised road, usually on a mound of earth", as opposed to a bridge which crosses a specific obstacle. One of the many reasons we like it is that it's a synonym for a way, path, or <em>lane</em>.</p> <figure role="group" class="caption caption-img align-center"> <img alt="The Giant's Causeway in Northen Ireland" data-entity-type="file" data-entity-uuid="20912e47-8285-4b12-a1de-5f4598a9650a" height="573" src="/sites/default/files/inline-images/giants-causeway-alex-azabache.jpg" width="399" /> <figcaption>Our inspiration: the Giant's Causeway in Antrim, Northern Ireland.<br /> Photo by <a href="https://unsplash.com/@alexazabache?utm_source=unsplash&amp;utm_medium=referral&amp;utm_content=creditCopyText">Alex Azabache</a> on <a href="https://unsplash.com/?utm_source=unsplash&amp;utm_medium=referral&amp;utm_content=creditCopyText">Unsplash</a></figcaption> </figure> <hr /> <h2>Descent of Winterchill</h2> <p>We've been settled on <em>Causeway</em> since late 2018, and the plan had always been to announce the name with the new website and memorable branding.</p> <p>Of course, plans meet reality. Branding needs to fit the product, and we had plenty of other details to figure out: Story, Setting, and Art Direction being essentials.</p> <p>All of those have made progress, and are still in progress. (Quite actively so! But that's for another post...). A new website would be unlikely this side of the new year, and committing time to it would disrupt the alpha.</p> <p>Then, writing this week's article showed me that <em>'Rise of Winterchill'</em> is limiting the conversation around our game and vision. That's such a bad thing to have happening, and is definitely not okay to let continue.</p> <p>We've long known that <em>'Rise of Winterchill'</em> had flaws. Among others: it's easily misspelled, people need to hear it twice, and it's similar to a location in <em>Game of Thrones</em>. I transitioned to using <em>'Causeway'</em> when talking about the game in-person and internally years ago.</p> <p>The old name's flaws were no longer affecting me, so I didn't give much thought to how its ongoing use might have negative impact on public perception of the project. That was a blind spot for me β€” hopefully I can be more mindful going forward.</p> <p>So, this announcement falls less on the fanfare and polished PR side, and towards "actual things people encounter when developing games".</p> <hr /> <h2>Changes 'Round Here</h2> <p>Now of course, you're reading this on the lustrous <em><a href="http://riseofwinterchill.com">riseofwinterchill.com</a></em>, and that will continue until the end of the year. It'll take time to shuffle things around, update the socials, and make sure everybody knows it's us when logos start changing.</p> <p>You blog readers (wonderful people, all of you) get to enjoy a slight premonition of that future. Feel free to call the game <em>Causeway</em> from now on when chatting with us and others.</p> <p>We will of course still refer to <a href="http://riseofwinterchill.pbworks.com/">the old game</a> as <em>Rise of Winterchill</em>. That's historically accurate β€” and it's still a name I have much fondness for. It has served us well over the years.</p> <p>One happy change will be moving the <em>RoW Design Articles</em> over to <a href="https://lanepushinggames.com/">Lane-Pushing Games</a>, where they will continue as the ongoing series <strong><em>Crafting Causeway</em></strong>.</p> <p>They will live their best lives on a site dedicated to game design, where design-minded people can find them. It's also a relief to have their presentation stay independent of any changes to this website.</p> <hr /> <h2>...Wait, What's the Fuss?</h2> <p>Right β€” all this about an article? It wouldn't read well with the old name?</p> <p>Go read ?<a href="/articles/tend-and-befriend">the article</a>. It will teach you some new things about the game.</p> <p>And perhaps you will see, as I finally did, that a domineering, fantasy-riddled name like <em>Rise of Winterchill</em> isn't the right fit for our vision. May it enjoy its retirement!</p> <p><em>Softmints</em></p> </div> <section class="field field--name-comment field--type-comment field--label-above comment-wrapper"> <h2 class="title">Comments</h2> <article data-comment-user-id="0" id="comment-167" about="/comment/167" typeof="schema:Comment" class="comment js-comment by-anonymous"> <div class="user-picture-container"> <div class="taxonomy-avatar"> <div class="field field--name-field-avatar-image field--type-image field--label-hidden field__item"> <img src="/sites/default/files/avatars/3.png" width="256" height="256" alt="" typeof="foaf:Image" /> </div> </div> </div> <div class="content-container"> <div class="comment__topline"> <h3 class="comment__author"><span rel="schema:author"><span lang="" typeof="schema:Person" property="schema:name" datatype="">LumFan99</span></span> </h3> <div class="comment__meta"> <span class="meta-icon created hint--top" aria-label="Submitted: Sun, 11/22/2020 - 23:52" ></span> <span class="meta-icon changed hint--top" aria-label="Last edited: Sun, 11/22/2020 - 23:53"></span> <a class="meta-icon permalink hint--top" aria-label="Permalink" href="/comment/167#comment-167" > </a> <mark class="hidden" data-comment-timestamp="1606089184"></mark> </div> </div> <div class="content"> <div property="schema:text" class="clearfix text-formatted field field--name-comment-body field--type-text-long field--label-hidden field__item"><p>I just assumed you were changing the name because the name Winter chill is owned by Blizzard.</p> </div> <drupal-render-placeholder callback="comment.lazy_builders:renderLinks" arguments="0=167&amp;1=default&amp;2=en&amp;3=" token="5EsOUo5fz0dhfO2bRk_l-ywwj6OH5l8p9nz86QNDu_A"></drupal-render-placeholder> </div> </div> </article> <h2 class="title comment-form__title">Add new comment</h2> <drupal-render-placeholder callback="comment.lazy_builders:renderForm" arguments="0=node&amp;1=102&amp;2=comment&amp;3=comment" token="F9wTP5enL8AmVIRvOmgO7TVSiZzXEZgCZECe7Mia3jg"></drupal-render-placeholder> </section> <div class="field field--name-field-image field--type-image field--label-above"> <div class="field__label">Image</div> <div class="field__item"> <img src="/sites/default/files/2020-09/Spell_Ancient_Breaths.png" width="512" height="512" alt="Icon for Ancient Breaths" typeof="foaf:Image" /> </div> </div> Sun, 22 Nov 2020 23:00:00 +0000 Softmints 102 at https://playcauseway.com https://playcauseway.com/blog/causeway#comments