Top 10 Tips for the Next Wave of Part Play

Time is washing us away for the reinforcements to roll in.  Here’s a couple tips for the newbies:



1. Take in the words.

Everything that is said is really important.  Think not in terms of the game, but in terms of your life.

2. Relate your game to yourself.

Your game gets about 40x more interesting when you throw in a little bit of yourself.

3. Enjoy the free food.


4. Don’t let time get the best of you.

This one’s serious.  Time catches up quick.  Set reminders on your phone or something.  If you’ve got an iPhone, use your Reminders app!

5. Use the spinny chairs to their fullest extent.

The chairs spin for a reason, people.  You’re never too old to have some fun.

6. When you play Settlers of Catan, do yourself a favor and get as much ore as you possibly can.

Depending on your board, this tip could be completely wrong.  Just pretend it’s not.

7. Keep up on your blogs.

The blogs are very easy to forget about… don’t forget!  The Game Master will smite you.

8. Customize your website.  It’s 10x better when you make it all yourself.

Make pretty pictures in Photoshop or Paint (far superior) and then bathe in the jealousy of your peers.

9. Use lots of pictures.

Use a lot of pictures.  They make things look a lot better.

Retrieved from

10. Be good.

Be a good student.  Not just in Part Play, but everywhere.  Be a good student.  Be a good person.  Show empathy and watch as it is returned tenfold.

Concept Art: Part Two




Lambda is getting an upgrade.







The spark has ignited the flame of creativity.  Its wonderful blues and reds shine bright through the game.


In the distant future, the world has been overpowered by an otherworldly force, known only as “the Others.”  The war of attrition slaughtered huge numbers off of the planet.  The surviving humans were captured by the Others and repurposed as slaves.  The future was grim.

As human nature dictates, people rebelled against their captors.  These rebellions were met with instant death to those who committed.  The number of humans diminished as the Others continued to run rampant across the Earth.

The player plays as Atlas, a subservient human among the hundreds in Settlement 17.  The rebellion burns bright in his eyes, but is hidden from his captors.  It is Atla’s goal to organize a final rebellion against the Others.  Settlement 17 is in charge of munitions, and Wallace’s plan is to use the large-scale weaponry against its creators.

The humans are malnourished and terrified.  Atlas is no exception; he knows if his plan fails, the Settlement will be wiped off the grid, just as the others were.

Atlas has to persuade the humans to join his cause.  He can’t be detected by the Others, or he’s dead.  It’s up to the player to ensure the success of the rebellion.


This story is completely text-based.

Atlas awakens in his cell.  He’s motivated to tell others of his plan.  His cellmate is sitting in the dimly lit corner.  His face is marked with two dark blue grooves.  He’s been blackmarked twice.  Atlas tries to convince him of his plan.


The story is choice-based.  Should Atlas successfully convert his cellmate to the cause, the end of his adventure will be different.


Atlas fails to convince his cellmate.  The morning labor bell descends from the ceiling and begins to ring, accompanied by flashing lights.  Failure to attend labor periods results in a blackmark.  Wallace exits his cell and moves toward the factory shuttle.  He has a chance to whisper to those near him of his cause.


The guard overhears Atlas.  He removes his stunstick, flicks it on, and hits him across the face with it.  The shock sends Atlas to the floor.  The guard flips him over, removing a small scanner from his toolbelt.  He aims the scanner at his face, and pushes down the trigger.  Atlas watches through the guard’s reflective mask as the scanner burns his cheek skin to a dark shade of blue.  The guard remains silent, and returns to his post in the corner of the shuttle.


Atlas has been blackmarked.


This is just a taste of the story to come.  Phase I is on its way.


At first, I’d imagined that my game would play almost similarly to The Walking Dead.  In fact, it would almost exactly copy it, but changing the story completely.

The game that I have planned to create requires too many resources.  I, alone, cannot create a 3D game that would give the player a good experience.  The game would be flawed and incomplete.

But that doesn’t mean that I can’t tell the story.

Game Design Exploration


That’s what I’m going to call this adventure.

I’ve done a lot of thinking about what exactly this game should be.  What should the purpose be?  Why would someone play it?

The goal is to have a game that makes you think.  The same way that Part Play makes you think.  This game should be mentally rigorous.  And it’s going to be.


I want this game to have a very dark feel.  I want the user to feel uneasy.  There should be decisions that will affect relationships.  They will affect the outcome of the game, very similar to The Walking Dead.


When she asks about your past, what do you tell her?

I really enjoy the gameplay in the Walking Dead, and I look to it as inspiration to create a decision-driven narrative.  Another game, A Dark Room, also does a remarkably good job at telling a story.

The interesting thing about A Dark Room, is that it’s completely text-based.  There is no character to look at.  You’ve got the text, and your imagination.  You can check out the game here:

Let your imagination run wild.





It has begun

Dystopia: an imagined place or state in which everything is bad

A lot of concepts.