Thursday, January 7, 2021

Planning Tools: Articy Draft 3

So I am planning with a tool called Articy Draft 3. It is a nice tool, sort of a set of index cards on steroids, and you are able to extend and subclass any object in the planning tool. Need an entity, which is basically a "noun" type thing in your game? You got it. Need to extend the entity base class as a main or supporting character? You can do that too, and even define custom properties for those base classes, such as a blank character sheet you can fill in for each character. You can extend the entity class to be an equipment item and give it weight, cost, damage, AC, and other values.

This is a first impressions review, so I may be missing a few things, so be warned. But I like first impressions reviews because they give the beginner an idea of what to expect when starting, and how easy the tool it to begin being somewhat productive with.

It also has a storyboard grid for laying out flow, with story parts, folding many cards into one, linking folded cards, and all sorts of other storyboarding tools and useful functions. You can lay out adventures, conversations, scenarios, or even a book in the flow grid and connect events with characters, places, items, and other concepts you come up with.

There is also a location tab that allows you to build maps, drop down characters, link those locations to the story flow, and take all of the noun items you build in your entity creation and all of the story flow parts to your own custom maps and locations. You can put down pawn-like markers for characters on maps to place your characters on a map the size of a room to a universe.

It is not a virtual tabletop, and it is not multi-player. This is a tool for teams or single designers to create structured experiences like games, modules, adventures, or stories. There is no die-roller, web client, or any other virtual tabletop functions. They have sort of a Powerpoint presentation mode for flows, but I have not figured it out yet. We are talking game design and planning today, not playing.


Easy to Get Lost

One point is that it is very easy to get lost in this tool, and I found myself fighting it as it started shaping my idea instead of my idea's structure and flow - the one in my head - being dominant. I threw out several versions of my plan as I found myself collecting junk again, making giant lists of everything, and ending up with junk drawers of hundreds of things, dozens of relationships, but no real plan.

I did a story, but the structure took over the story in several ways, and I found that the central core ideas in my story were sidelined to unimportant story branches. This is just as much on me as it is the tool, as not every idea translates well into a structured grid. It could be my idea is not baked enough and it needs several more revisions, and in my feeling getting to the point where you are writing things down and throwing them in the recycle-bin is a lot better than having them sit in your head and go nowhere.

There is a benefit to doing a lot of work and being forced to throw it out. Your idea gets refined with each iteration, more focused, and improves with each revision. You also start to quickly find the problems with your idea and begin to weed those out.

My advice? Do not get too invested in one project file to rule them all. Keep making them and throwing them out. Keep your project resources in a resource directory apart from your planning board and keep this as the giant sheet of newsprint on the table you can scribble all over, pull a fresh sheet onto your workspace, and tear off the old one to dispose of.


Adventure Design

This tool is a bit of overkill for designing a B/X adventure for a one-shot, as it is a professional level planning tool If I were writing a module to publish? Yes, I would use this tool as my first choice sine it organizes and collects ideas, stats, story parts, maps, and all the other bits that go into an adventure. One word of warning, what you design in this tool can be so complex getting it out may be an entirely different challenge.

You could design a B/X adventure so complex and intricate that describing it in traditional book form would take hundreds of pages, and I am still not sure many people could successfully take a complex, twisting narrative and present it in a traditional PDF adventure module. The idea may be clear in Articy and inside your head, but would readers ever get all of the ideas that you want to communicate?

You could have a battle in a B/X module where you face the vampire count, and if a player has a certain item, such as a stopwatch, the narrative could branch and turn into an incredible narrative. This would be clear to the designer in the program, but to the referee reading the module, or even the players playing through it, may not be obvious and the entire arc ignored as they hack and slash their way through.

A side note there too on audience expectations. Yes, that optional narrative arc is great for a story game, but in a more traditional hack-and-slash game that effort may be wasted as your audience came for one experience but the tool allowed you to design another. Don't get distracted by a tools cool capabilities and allow it to steer you off course, and be aware of what your audience came to see.

One could also create a story so complex and intricate that translating it into a game engine, such as a visual novel, RenPy, Inform, Twine, Unreal, Gamemaker, Godot, or other game or story engine would be darn well next to impossible. You could create it and lay it out, sure, but you could easily outstrip your ability to manage that much complexity, code, and engine expertise to get whatever you design out of there without a team of dozens and a couple million dollars to invest in a game company.

One of the best pieces of advice I can give when using this too is: be aware of the limitations of your target format and your own abilities. Also, be aware of your target audience and what they expect.


Export: Possibly an Issue

The tool has export functions for game engines and various formats, but for story and adventure design I have found, so far, that all my work is staying inside the tool and I am using it as a reference library. This was one reason I stayed away from learning this tool for so long, I was hesitant to adopting a proprietary tool that I could not export from easily in my planning and design work.

Part of me wishes you could export a visual novel or standalone story experience directly from the tool, as that would be ideal even for demos and rapid prototyping. Or even a PDF of the entire idea in book format. They may have an extension for that somewhere, or they may not, I do not know enough at this point as this is a first impressions review. They do have a variety of exporters, including Word and Excel spreadsheets along with JSON and XML, so it is possibly a matter of time or searching for the one that fits your needs. There is an API toolkit too, so further work in this areas is possible.

If you are writing a B/X style adventure for a PDF release, a visual novel, or a novel, yeah, I feel you will be doing all of the exporting and copying over the idea to the new format yourself. What you do gain is superior organization and refactoring abilities, so at least all of your ideas will be easier to pull out and describe. All of your relationships and links will also be easier to reference and organize.

You can get the raw data out in a variety of formats, but for my needs and use cases, I will be doing a lot of the work on format translation and presentation.


A Keeper!

This is a nice tool, and after using it a day it has already found a spot in my game design workflow. After a couple hours I was feeling somewhat productive, and it started revealing flaws in my ideas and designs. That is priceless, and if a tool has me throwing out work because it is garbage of my own design I find that highly useful and increases my productivity.

For highly imaginative types, you have no idea how valuable it is to have tools that collect the garbage in our heads, put it into bins, and allow us to see it as a whole and toss out whole parts at once is to our workflow. For some people the ability to collect, organize, and throw away garbage is more important than the ability to nicely organize things on index cards on a corkboard. The more you wreck, scribble on, destroy and rebuild your idea the better. Don't be shy, and do not be afraid to throw it all away and start fresh.

I need a tool that organizes chaos, lets me see the destruction as a whole, and hauls away the mental debris like a garbage truck and a street full of dumpsters - leaving me with the best parts.

This tool does that job.

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