Logo Design for Century
[ roleplaying games ][ century | game design | gaming | graphic design | rpgs ]
[ January 24th, 2012 ]
[ by: Alvan ]
Well, it’s the start of the last third of Century. 333 days remain until the last game. that’s bit over 30 game sessions left. 51 players and a couple of more new ones lined up, so I’m expecting a total of around 55 by the time I close the possibility for new players to join up in March. And it means I’ve had a perfect opportunity to play a nice game of “hide things in plain sight” with my players for over six and half hundred days. And I still am, pretty much.

The Century Logo is one of these things that I’ve been storing in plain sight from day one. One of those that aren’t hard to figure out if you just take a look. And a lot of the players have paid the attention, so it’s been a nice detail here and there. It has been serving as a roadmap of the three big things that have been central themes of the game. That thing above there is the original version. With everything still intact.
It took quite a while to get it right. Even if I knew beforehand what elements I wanted in the picture, getting them to look just right was a daunting task. The idea was to make the logo look inconspicuous. Sort of “ok, there’s a C with some clock hands and mystic mumbo jumbo in it” so that the individual elements would get ignored beforehand. The only thing that was more or less random was the font used for the C (which ended up being some font I found on dafont.com and then edited it a lot to fit the spherical shape I needed for the design). But the symbols on the background hold a specific meaning in the game and the clock hands are something I’ve used in old illustrations, creating a reference link to those in the process.
The next thing about it is the fact that it’s meant to evolve over the course of the campaign to reflect what’s happening. The variation stems from the way the player characters mess up with the given premise. And since Century is a semi-historical game, with the first game getting set at the Titanic, the first thing that was doomed to get messed with was the timeline. Creating an alternate history for the campaign (ok, to be exact, the alternate history spans a lot backwards, but that’s something the players had no clue of, yet). It took them some 15 games to really mess up historical facts for the first time. They saved Lenin’s life by mystic means, killed Stalin the same night. Made a nice ripple effect that still continues to the present day of the game’s timeline. The logo was updated to reflect this.
And, for a good long while, the focus was on the timeline-aspect of the whole thing, changing history etc. Logo looked so that things were bleeding out. Time was fluid, so to speak. And the players were enjoying doing this. Farking up with history while serving a corporation that was clearly evil. At least that’s what everything kept spelling out. There were people like “Mammon” or “Lucifer” working for the corporation. And the enemies had names like The Choir. And it was all getting very creepy.
But what’s in a name or two? And what’s this thing about there not being any languages in the world anyway? How can we mess our employers up? Why are we called Operatives? Why is there something called The Board there that dictates the actions of Gogam? And Gogam is Magog, spelled backwards, clearly evil corporation if you’ve ever seen one!
Player characters mess up their employer. First by shooting a couple of the big bosses in the head. And then just really ruining everything for them. And in the process destroying the thing that’s been making the world odd – lack of languages. A tower falls, suddenly there’s different languages in the world. (and from everyone’s perspective except the Operatives, this has always been the situation)
So, focus shifts again. This was a bit more an abstract one. Focusing on languages and the utter lack of meaning behind the words that you’ve assumed to hold so much relevance. (The Board, Gogam, Operatives, Seven, Choir, all that) Sort of a deconstruction happening left and right. Structures falling apart (if I had had more foresight, I would have made a tower part of the century logo beforehand and have it shattered as well at this point.), the realization of a greater universe where the stuff you’ve been doing is quite harmless. In comparison to what could have been. And now is turning out to be. The letter C, shattered in the logo, the end of things spelling out what they are.
And now we’re moving towards the final era. Focus shifts towards the third item on the logo. And without explaining further, I’ll just end this post with a picture of it. You’ll figure it out.
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