Where Stories End and Games Begin by Greg Costikyan
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putting an interview with the Garriott Games Lost My Emotion” the “Gaming at Keep up the good work. brothers, an article from newcomer Nick the Margins” series and even “The Play Bousfield about an old adventure game, Is the Thing,” you described the need for A loyal reader, Originally, this week’s issue was The Last Express and an article from games that show the consequences of Nathan Jeles supposed to be “Gaming’s Young Turks Greg Costikyan sharing the roots of our actions, and allow us to make and Slavs,” an issue about the rise of games, all in the same issue. I’ll look decisions that will affect the outcome of To the Editor: First, let’s get the usual gaming in Eastern Europe, both in forward to your comments on The Lounge. the game. In our society there are fewer pleasantries dispensed with. I love the development and in playerbase. I and fewer people willing to take magazine, read it every week, enjoy received several article pitches on the Cheers, responsibility for their actions or believe thinking about the issues it throws up, topic and the issue was nearly full. And that their actions have no consequences. and love that other people think games then flu season hit. And then allergies Many of these people are in the marketing are more than they may first appear. hit. All but one of my writers for this issue demographic for video games. It is great has fallen prey to flu, allergies or a minor to see a group of people who are interested There’s one game, one, that has made bout of forgetfulness. -
The Role of Wargames in the Development of Game Design
The role of wargames in the development of game design Luiz Cláudio S. Duarte∗ Thiago Schaedler Uhlmann2 1PUCPR Figure 1: Playing Second Front: Sicily in 1943. Abstract ical representation of information. During the third quarter of the XX century, board wargames led the way in innovation in game design. Although small 1 Playing at war in comparison with present-day digital games industry, the Games are probably older than civilization [15]; however, as wargames industry was far from inconsequential, and several far as we know, game designers are a much younger breed. leading digital game designers started their careers playing Indeed, it is only from the 17th century onwards that we can or creating board wargames. Even the term “game designer” identify any game authors at all, such as Sir John Suckling was first used about the creators of board wargames. Noneof (Cribbage, 1630) [18] or John Jefferys (A Journey Through Eu- the information in this paper is new or unknown. However, rope, 1759). [6] But they did not think of themselves as game we believe that, as in any other human endeavour, game designers; even George S. Parker, founder and lead game designers can benefit from knowing some of the history from designer of the former Parker Brothers game company, did their field. Accordingly, in this paper we present some in- not identify himself as such during his lifetime (1866–1952). formation on board wargames, with special attention to the [16] influential role played by Redmond A. Simonsen, a graphic This comes as no surprise, since the concept of design as designer. -
Liste De Jeux - 1/26 - Ambition Schmidt France G
N Nom editeur createurs An Num Lg Tr Min Max 1870 Descartes Jean-Pierre Defieux 1978 W 82 fr - 2 1806: Iéna, Campagne de Prusse (Jena!) Tilsit Ed Wimble 1997 W 71 fr - 2 1814: Six jours de gloire Tilsit Kevin Zucker 1998 W 61 fr - 2 1830 Avalon Hill Francis Tresham 1986 S 52 en fr 3 6 1862, The Battles and Leaders Series Simulation Design Incorporated Richard Berg, Thaddeus B. Kubis, 1990 W 99 en - 2 Robert G. Markham 1863: Chickamauga, la rivière de la mort Tilsit Gary Selrik , Stephen Rawling 1997 W 84 fr - 2 221b Baker Street: Master Detective Game Gibsons Games Sg 12 en - 2 6 2e D.B. 1 Normandie Descartes Jean-Jacques Petit 1983 W 32 fr - 2 4 7 Royaumes combattants (les) éditions du stratège Jean-Pierre Pecau, Jël Gourdon W 127 fr - 2 7 8th army: WWII desert campaign Attactix 1982 W 81 en - 2 4 A Game of Throne Fantasy Flight Games Christian T. Petersen 2003 S 305a en fr 3 5 A Game of Throne : A clash of Kings Fantasy Flight Games Christian T. Petersen 2005 S 305b en fr 3 6 A Game of Throne : A storm of Swords Fantasy Flight Games Christian T. Petersen 2006 S 305c en fr 3 6 Abalone Hasbro Michel Lalet, Laurent Lévi 1990 R 8 fr - 2 Accross 5 April Victory Games Eric Lee Smith 1992 W 48 en fr 2 4 Adel Verpflichtet FX Schmid Klaus Tauber 1990 S 92 de fr 2 5 Africa 1880 Tilsit Francis Pacherie 1997 S 28 fr - 3 6 Afrika: La guerre du Désert Oriflam Dean Essig 1994 W 134 fr - 2 Âge des dieux (L') Asmodée Edition Croc 2004 S 236 fr - 3 6 Age of Battles : the Battle of Marathon Zvezda W 122 en - 2 Age of Chivalry 3W Rob Markham 1992 W 65 en - 1 4 Age of Renaissance Avalon Hill 1996 S 142 en fr 3 6 Age of Steam Warfrog Martin Wallace 2001 S 259 en fr 2 6 Ages of Mythology Eagle Games Glenn Drover 2003 S 223 en fr 4 6 Aigles (les) Descartes J.m. -
Rules of Play - Game Design Fundamentals
Table of Contents Table of Contents Table of Contents Rules of Play - Game Design Fundamentals.....................................................................................................1 Foreword..............................................................................................................................................................1 Preface..................................................................................................................................................................1 Chapter 1: What Is This Book About?............................................................................................................1 Overview.................................................................................................................................................1 Establishing a Critical Discourse............................................................................................................2 Ways of Looking.....................................................................................................................................3 Game Design Schemas...........................................................................................................................4 Game Design Fundamentals...................................................................................................................5 Further Readings.....................................................................................................................................6 -
Flight from the Dark
Flight from the Dark Joe Dever Illustrated by Gary Chalk You are Lone Wolf. In a devastating attack the Darklords have destroyed the monastery where you were learning the skills of the Kai Lords. You are the sole survivor. In Flight from the Dark, you swear revenge. But first you must reach Holmgard to warn the King of the gathering evil. Relent- lessly the servants of darkness hunt you across your country and every turn of the page presents a new challenge. Choose your skills and your weapons carefully—for they can help you succeed in the most fantastic and terrifying journey of your life. Text copyright c 1984 Joe Dever. Illustrations copyright c 1984 Gary Chalk. Distribution of this Internet Edition is restricted under the terms of the Project Aon License. Publication Date: 10 May 2010 Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata. This PDF was typeset with LATEX. To Mel and Yin Contents About the Author and Illustrator 9 Acknowledgements 11 The Story So Far . 13 The Game Rules 15 Kai Wisdom 29 Numbered Sections 31 Action Chart 200 Combat Rules Summary 203 Combat Results Table 204 Random Number Table 206 Errata 207 Project Aon License 211 Map of the Lastlands 216 About the Author and Illustrator Joe Dever, the creator of the bestselling Lone Wolf adven- ture books and novels, has achieved world-wide recognition in three creative fields—as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games. -
On a Brisk March Morning, I Visited Noted Game Designer Mark Herman in His Office in Crystal City, a High-Tech Corporate Distric
there on Wednesday nights and listen On a brisk March morning, I while Dunnigan lectured on what games visited noted game designer were all about and how you designed them. Quite frankly, that was really Mark Herman in his office in where I got started. Ultimately, when I got out of college, I was working as a Crystal City, a high-tech tree expert in the summer of 1976 and I called Howie Barasch, who told me the corporate district in Northern receptionist job at SPI had just become available. Which, by the way, was a Virginia. From his llth floor $5200 a year salary. The reason I took the job was because if you sold games office, he commands a view of over the counter, you had to be knowl- edgeable about games. And the way the Potomac River, as well as they (SPI) were organized, the reception- ist in reality was the lowest job on the many of the monuments R&D staff. The agreement was that I could go to R&D meetings on Tuesday, which make up the and I took the job. These were the days Washington, D.C. skyline. We of the monster games, and Highway to the Reich (SPI, 1977) was going belly up. spent the next hour discussing playtesting sessions. 'After we get to It was late, it wasn't happening, and Jay know you, maybe you'll write some Nelson - the other guy who was laugh- Mark's background in game articles for Moves magazine, and that's ing back at the SPI booth at Origins - also how you start the process.' I started had all these S&T games to design on design and his thoughts on the showing up on Friday nights, and the schedule. -
P. Harrigan, M. G. Kirschenbaum (Eds)
Issue 05 – 2016 Critical Notes Book Review by GIAIME ALONGE P. Harrigan, M. G. Università di Torino [email protected] Kirschenbaum (eds) Zones of Control. Perspectives on Wargaming [The Mitt Press, 2016]. A wargame is a game that “realistically” simulates a military confict of any size and length, from a one afernoon skirmish between infantry platoons in an area of a few square miles to a global war lasting several years such as the First or Second World War. The majority of wargames simulate real conficts, from Alexander the Great’s campaigns to the present war in Afghanistan, but some of them depict “future” wars, such as the games imagining a clash between NATO and the Warsaw Pact that were quite popular in the seven- ties and eighties (afer the fall of the Berlin Wall these games became largely outmoded). A wargame can even simulate a confict with no specifc time and space context, like Tactics II (1958), one of the very frst recreational wargames ever released, which depicts the struggle between two non-historical twenty century-style armies called Red and Blue. As I said, in order to label a game as a wargame, what counts is realism, the fact that the game portrays war in a detailed and plausible way – diferent kinds of units (infantry, artillery, tanks, paratroopers, partisans, etc.) with diferent capabilities, moving on a map with a specifc geography (mountains, woods, swamps, rivers) that has an impact both on movement and fghting. Games such as Risk (1959), Diplomacy (1959), or Stratego (1961), albeit they played a role in the birth of the wargame industry, are not considered wargames because their simulation of war is too abstract, too chess-like. -
Chapter 7 DEFINING GAMES Play Games Designed System Artificial Conflict Rules Quantifiable Outcome Games and Puzzles Role-Playing Games
Unit 1 | Core Concepts Chapter 7 DEFINING GAMES play games designed system artificial conflict rules quantifiable outcome games and puzzles role-playing games The word [game] is used for so many different activities that it is not worth insisting on any proposed definition. All in all, it is a slippery lexicological customer, with many friends and relations in a wide variety of fields. -David Parlett, The Oxford History of Board Games What are games? Are they things in the sense of artifacts? Are they behavioral models, or simulations of social situations? Are they vestiges of ancient rituals, or magical rites? It is difficult and even curious when one tries to answer the question "what are games," since it is assumed that games are many things and at the same time specific games are different from one another -but are they? -E. M. Avedon, "The Structural Elements of Games" Entering by way of meaningful play, following a path of embedded concepts connecting design to systems to interactivity, we have arrived at the heart of our study: games. It is therefore high time to define just what it is that makes a game a game. Should we even attempt such a definition? Perhaps, as game historian David Parlett warns in the quote that opens this chapter, any attempt to define the word "game" is a foolish endeavor. On the other hand, if one of our goals is to help formalize the field of game design, then it seems crucial to define the object that is so central to the discipline. Historically, play and games have been studied in a myriad of ways, from economists using game-like simulations to literary theorists studying the "play" of meaning in language and literature. -
Adventure Quest I Spent the Spring Break of My Junior Year of College
Adventure Quest I spent the spring break of my Junior year of college going through my basement. My mother had charged me with combing my things, throwing out everything I didn’t need and picking what I would take when my family moved to Atlanta, Georgia later the next month. In a box of old papers and binders from high school, I found a notebook containing one of the many “choose your own adventure” stories my best friend, Josh Saville, and I had written. Flipping through the pages it became clear to me what I wanted to spend the next year working on. Excited at my idea, I quickly told Josh of my plans, and he joined my excitement for our future project. That summer we began writing the original story that I would adapt into a choose-your-own-adventure-style comic book that would become Adventure Quest. Then, as well as now, my first interest when it comes to this project is branching storytelling. My first encounter with this type of narration, like many people, was with the classic Choose Your Own Adventure book series. As a child, the ability to have agency in the story in front of me was exhilarating. It wasn’t until later in High School that I, along with Josh, became fascinated with the underlying structure and framework of these stories as well as the unique possibilities second person narration gives to a work of prose. My second interest in this project is the problem of adapting prose in a visual way for a comic book. -
Building Better Games for National Security Policy Analysis Towards a Social Scientific Approach
Dissertation Building Better Games for National Security Policy Analysis Towards a Social Scientific Approach Elizabeth M. Bartels This document was submitted as a dissertation in March 2020 in partial fulfillment of the requirements of the doctoral degree in public policy analysis at the Pardee RAND Graduate School. The faculty committee that supervised and approved the dissertation consisted of Steven Popper (Chair), Stacie Pettyjohn, and Yuna Wong. PARDEE RAND GRADUATE SCHOOL For more information on this publication, visit http://www.rand.org/pubs/rgs_dissertations/RGSD437.html Published 2020 by the RAND Corporation, Santa Monica, Calif. R® is a registered trademark Limited Print and Electronic Distribution Rights This document and trademark(s) contained herein are protected by law. This representation of RAND intellectual property is provided for noncommercial use only. Unauthorized posting of this publication online is prohibited. Permission is given to duplicate this document for personal use only, as long as it is unaltered and complete. Permission is required from RAND to reproduce, or reuse in another form, any of its research documents for commercial use. For information on reprint and linking permissions, please visit www.rand.org/pubs/permissions.html. The RAND Corporation is a research organization that develops solutions to public policy challenges to help make communities throughout the world safer and more secure, healthier and more prosperous. RAND is nonprofit, nonpartisan, and committed to the public interest. RAND’s publications do not necessarily reflect the opinions of its research clients and sponsors. Support RAND Make a tax-deductible charitable contribution at www.rand.org/giving/contribute www.rand.org Abstract This monograph proposes an approach to game design grounded in logics of inquiry from the social sciences. -
I Have No Words I Must Design
Interactive Dramas www.interactivedramas.info I HAVE NO WORDS I MUST DESIGN Greg Costikyan This article was published in 1994 in Interactive Fantasy #2, a British roleplaying journal. Page down to read, or click on the links below to jump to a particular section. There's a lotta different kinds of games out there. A helluva lot. Cart-based, computer, CD-ROM, network, arcade, PBM, PBEM, mass-market adult, wargames, card games, tabletop RPGs, LARPs, freeforms. And, hell, don't forget paintball, virtual reality, sports, and the horses. It's all gaming. But do these things have anything at all in common? What is a game? And how can you tell a good one from a bad one? Well, we can all do the latter: "Good game, Joe," you say, as you leap the net. Or put away the counters. Or reluctantly hand over your Earth Elemental card. Or divvy up the treasure. But that's no better than saying, "Good book," as you turn the last page. It may be true, but it doesn't help you write a better one. As game designers, we need a way to analyze games, to try to understand them, and to understand what works and what makes them interesting. 1 INTERACTIVE DRAMAS www.interactivedramas.info We need a critical language. And since this is basically a new form, despite its tremendous growth and staggering diversity, we need to invent one. What Is a Game, Anyhow? It's Not a Puzzle. In The Art of Computer Game Design, Chris Crawford contrasts what he call "games" with "puzzles." Puzzles are static; they present the "player" with a logic structure to be solved with the assistance of clues. -
Immersion and Reading Comprehension: a Comparison of Reading from Print Or Video Game Text
Jacqueline Schaepman S1133330 Dr. Prof. P.A.F. Verhaar Master Thesis January 2020 Word count: 18025 Immersion and reading comprehension: a comparison of reading from print or video game text 0 Table of contents Abstract 2 Introduction 4 Chapter 1: Related literature and theoretical focus 8 1.1 Navigability 8 1.2 Immersion 11 1.3 Narrative 15 1.4 Reading Comprehension 17 1.5 Summary 18 Chapter 2: Methodology of the case study 20 Chapter 3: Research Results 29 3.1 Navigability in The Shamutanti Hills 31 3.2 Immersion in The Shamutanti Hills 32 3.3 Reading comprehension and reading speed 35 Chapter 4: Discussion 38 4.1 Navigability 39 4.2 Immersion 40 4.3 Narrative 40 4.4 Reading Comprehension 41 Chapter 5: Conclusion and Recommendations 41 Conclusion 42 Recommendations 42 Recommendations for methodology 42 Recommended areas for future research 43 Acknowledgment 44 References 44 Appendix 47 List of Figures 47 List of Tables 48 1 Abstract A study published in 2017 about leisure time use of average American citizens depicted the percentage of time Americans read, played video games or did other leisure activities on the computer.1 On an average day, only 21% of respondents in 2015 would read as a pastime, a decrease from the 27% of respondents that would read for pleasure in 2005. As opposed to this, the playing of video games as a pastime increased by 38%. With the preference of time use leaning towards gaming as well as the increasing popularity of smartphones and online devices, most people tend to spend more time reading from a screen rather than from print with the average adult spending around nine hours per day reading, swiping and listening to media.2 This, however, is claimed to crucially affect our level of text comprehension.