When King of Dragon Pass was originally released for the PC in 1999, its event-driven storytelling engine was accomplishing a goal that its players had not yet realized they wanted to achieve: a fluid, procedural narrative that emphasized the dynamics of tribal conflict in ways that had not yet been seen (or, arguably, been matched ever since).
A mobile re-release of King of Dragon Pass has helped to reintroduce it into the public consciousness and both Rock Paper Shotgun and Flash of Steel have offered interesting observations on the game’s slippery presentation of morality, but perhaps we can branch out from that and discuss any of the following:
- How do the re-enactments of myths in the heroquests influence the systemic message of this game? Does King of Dragon Pass have anything to say about tradition? (Or perhaps even the great chain of practomime?)
- Does the game’s spartan presentation enhance or detract from the story that it’s trying to present to the player?
- Do the strategic/managerial aspects of the game provide sufficient tension to a player’s progression through their generated storyline?
We’ll meet to discuss these questions and more on Thursday, April 2nd at 9:30pm EDT / 6:30pm PDT; voice chat over Skype.