Dev Pile: Concept Emergence Draft
Hey, you wanna see what chunks of my phd look like in plain language before revision? Hereâs a chunk! This is a section of the text called the Concept Emergence. This segment is meant to serve as an expositional description of the process of pulling together the ideas that underpin Moonshiners and why I made it.
The backstory elements of the Moonshiners that came to form the gameâs lore were necessarily a result of things that I find interesting, which means necessarily engaging with the reflective practice of what I personally find interesting.
The auction mechanic I think comes mostly from watching Cash & Guns. That game was, upon playing, a pretty simple kind of auction â players take the roles of criminals after a major heist. One player is designated the boss, and then other players are gangsters under the bossâ rule. Players then load their guns with a card (that can represent an empty chamber or a full one), and point their gun at another player. The boss can change where someoneâs pointing (usually meaning the boss points people away from themselves), and people count down to either revealing their card or lowering their guns. Lowered guns get out of the hand, the revealed cards either go click or bang, and the people whoâve been shot are out of the hand. Then players distribute the items in the lot based on having survived the hand. The gameâs auction system is spending a limited resource â whether or not someone has bullets is a depleting resource over the course of the game, and in that, players can treat themselves as âspendingâ their bullets throughout the game, and the boss role can be purchased during the distribution of the lots. With that resolution system out of the way, though, the rest of the game is a series of valuations of interconnected sets, the types of loot a player can get, the type of ways those loot can interact with one another, rewards for being good at it or bad at it, that kind of thing.
This kind of intrconnected loot is what started part of the design thoughts of Moonshiners. I wanted a game where the resources players are competing for represent a variety of different related mechanical pieces. At first, art objects cared about one another and money cards, then turf cards were useful for obtaining more money cards, and businesses were a way to spend money cards that had late-game value. This initial presumption would not survive extensive playtesting.
The werewolf bootleggers comes in part I think from learning about the colorado miner strikes that led to songs like Solidarity Forever. Best I can track is that this particularly kicked off with a viewing of a Chill Goblin documentary that led to a lengthy binge of Moonshine-related distilling material on Youtube (cite, September 2023). Thereâs this aphorism amongst leftists that you go far enough left, you get your guns back, which while specious (as Iâm pretty anarchist in my politics but donât particularly plan on getting a gun), served as a novel take on a stereotype I knew I hadnât really considered enough. Couple this with an interest in bootlegging and the culture of the American deep south and Appalachia alcohol culture, I found myself finding the idea of people who make alcohol out of an interest as an actual interesting, meaningful core of the storytelling.
The redneck is a well-established and well-known character in a lot of game media. Theyâre typically depicted as thoughtless, toothless, reckless and tasteless. While I didnât intend to lionise it, there was also a documentary I watched about The Beverly Hillbillies (how the Beverly Hillbillies changed everything, April 2024, Quinton Reviews), where the reviewer repeatedly establishes that the Hillbillies in question were simple, not dirty. This idea of re-examining assumptions about these people helped to serve conversations with my friends about the culture of the space.
That was the next conceit. I already had âwerewolf bootleggersâ as stated, but I didnât have the idea of heroic redneck bootleggers brewing moonshine in the woods. That came from this point, as I grew on the idea of people who distrusted a disaffective government, who had no interest or trust in the people who were ostensibly in charge of them, and therefore, the things that those people were supposed to be getting as a benefit for their tax. They hated the revenuers, because they didnât see any thing they were getting from the government in any kind of context, and that makes the revenuers just thieves who showed up and took from them.
That gives two parts of the fork for the concept of this game. There are the werewolves, tough and powerful characters who like to fight and brawl. They want to supply booze to the businesses theyâre ensconced with, and they do this with their big social Meets. The Meets are an opportunity for characters to set boundaries and recruit members of the family who want to work with one another, without anyone being properly actually against one another. With my existing design senses, I had a few ideas for what âstuffâ might feed into this, such as thinking there could be a way to make players have access to proper currency and bidding. I could use whiteboards and pens so players can place bids in a Dutch auction style, but I wanted turn-based bidding so the fighting could happen. In order to have turn-based, simultaneous bidding that could burst out into violence, I needed the game to have a turn-based mechanism, which meant that I was once again turning to my beloved toolkit of decks of cards. These cards led to subsequent design challenges and new demands of the art and fiction of the game, which will be covered later.
With this in mind, I summarise it as the epiphany: Chasing Trends â I will find myself deeply fascinated with a subject, and then making game mechanics to represent that subject become more interested in it. There is a self-feeding mechanism in my practice, and that creative practice is something that can sustain itself, which means the challenge is actually in finding when to stop, in order to make something shareable. There are going to be material boundaries, which include the current ongoing problem of trying to find artists who can help actualise these ideas into physical pieces that I can then turn into the distributable game.
Check it out on PRESS.exe to see it with images and links!

















