Major Developments in the Evolution of Tabletop Game Design
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Magicrealm.Net Forum Archive
WWW.MAGICREALM.NET FORUMS ARCHIVE This archive contains a complete record of all messages posted on the forums at MagicRealm.net The last message posted here is dated 14 Feb 2004. The archive is organized in the same manner as the forums were: two main sections, and seven subsections. Each discussion topic is linked to a bookmark. The discussion topics are sorted from oldest to newest within each subsection. This is the opposite of how they were sorted in the original forums, but it was easier to build and maintain the archive in this way. Known problems: The polls in the “Software” subsection could not be archived. Many of the URL’s came through as blank lines. The forum software had a flaw: at the start of each discussion topic, it lists the topic name followed by “started by [name]” – but instead of using the name of the person who started the topic, it used the name of the last person to post to that topic. MRNet Forums [Powered by Ikonboard] http://www.magicrealm.net/cgi-bin/ikonboard/ikonboard.cgi... Printable Version of Topic -MRNet Forums +--Forum: Expansions and Variants +---Topic: New Characters started by fiscused Posted by: fiscused on Sep. 04 2001,07:28 Thought I'd throw up the beginning of a new character idea here. Monk: A quiet, dedicated man, the monk is master of dealing damage, either with his bare hands or with weapons. advantages: Poverty: The monk begins with zero gold and may never gain gold in any way. He can barter with others using the gold value of items, but he may never acquire gold. -
Flexible Games by Which I Mean Digital Game Systems That Can Accommodate Rule-Changing and Rule-Bending
Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: David Hendry, Chair David McDonald Nicolas Ducheneaut Jennifer Turns Program Authorized to Offer Degree: Information School ©Copyright 2013 Gifford Cheung 2 University of Washington Abstract Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung Chair of the Supervisory Committee: Associate Professor David Hendry Information School In this dissertation, I explore the idea of designing “flexible game systems”. A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is “robustness”. When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is “versatility”. A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, 3 novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. -
A Trivial Pursuit: Scrabbling for a Board Game Copyright Rationale
HALES_TRIVIAL PURSUIT 3/7/2013 1:15 PM A TRIVIAL PURSUIT: SCRABBLING FOR A BOARD GAME COPYRIGHT RATIONALE Kevin P. Hales* INTRODUCTION ......................................................................... 242 I:HISTORICAL LACK OF PROTECTION FOR BOARD GAMES ......... 245 II.ARGUMENTS FAVORING COPYRIGHT PROTECTION FOR BOARD GAMES ................................................................. 248 A. Board Games as Creative Works Versus Practical Ones .......................................................... 248 B. Copyright Protection for Comparable Works ......... 250 1. Plays and Similar Dramatic Works ................... 250 2. Sheet Music ......................................................... 252 3. Video games ........................................................ 254 4. Computer software. ............................................. 255 5. Sui Generis Protection for Architectural Works. .................................................................. 256 C. Substantial Similarity and the “Heart” of a Work . 257 D. Benefits of Copyright ............................................... 259 1. Incentivizing Creation of Board Games ............. 259 III.LACK OF PRESSURE FOR COPYRIGHT IN BOARD GAMES ....... 262 A. Legal Hurdles........................................................... 263 B. Board Game Industry Dynamics ............................. 264 IV.ARGUMENTS AGAINST COPYRIGHT IN BOARD GAMES .......... 265 CONCLUSION ............................................................................ 268 * J.D., 2011, University -
Women's Experimental Autobiography from Counterculture Comics to Transmedia Storytelling: Staging Encounters Across Time, Space, and Medium
Women's Experimental Autobiography from Counterculture Comics to Transmedia Storytelling: Staging Encounters Across Time, Space, and Medium Dissertation Presented in partial fulfillment of the requirement for the Degree Doctor of Philosophy in the Graduate School of Ohio State University Alexandra Mary Jenkins, M.A. Graduate Program in English The Ohio State University 2014 Dissertation Committee: Jared Gardner, Advisor Sean O’Sullivan Robyn Warhol Copyright by Alexandra Mary Jenkins 2014 Abstract Feminist activism in the United States and Europe during the 1960s and 1970s harnessed radical social thought and used innovative expressive forms in order to disrupt the “grand perspective” espoused by men in every field (Adorno 206). Feminist student activists often put their own female bodies on display to disrupt the disembodied “objective” thinking that still seemed to dominate the academy. The philosopher Theodor Adorno responded to one such action, the “bared breasts incident,” carried out by his radical students in Germany in 1969, in an essay, “Marginalia to Theory and Praxis.” In that essay, he defends himself against the students’ claim that he proved his lack of relevance to contemporary students when he failed to respond to the spectacle of their liberated bodies. He acknowledged that the protest movements seemed to offer thoughtful people a way “out of their self-isolation,” but ultimately, to replace philosophy with bodily spectacle would mean to miss the “infinitely progressive aspect of the separation of theory and praxis” (259, 266). Lisa Yun Lee argues that this separation continues to animate contemporary feminist debates, and that it is worth returning to Adorno’s reasoning, if we wish to understand women’s particular modes of theoretical ii insight in conversation with “grand perspectives” on cultural theory in the twenty-first century. -
Digitising Boardgames: Issues and Tensions
Digitising Boardgames: Issues and Tensions Melissa J. Rogerson, Martin Gibbs, Wally Smith Microsoft Research Centre for Social Natural User Interfaces The University of Melbourne Parkville, Vic, 3010 +61 3 8344 1394, +61 3 8344 1494 [email protected] , [email protected] , [email protected] ABSTRACT In this paper, we discuss the different ways in which modern European boardgames (“Eurogames”) are converted for digital play. We review digitised versions of three popular tabletop boardgames: Puerto Rico, Agricola and Ascension. Using these examples, we demonstrate the tension between the interaction metaphor of the original analogue medium and the metaphor of a digital game. We describe the importance of housekeeping chores to gameplay and position them as a form of articulation work, which is typically hidden by digital implementations. Further, we demonstrate the types of information that are created through digital play and discuss how this influences game play of both digital and physical boardgames. Keywords Board games, interaction metaphor, articulation, theorycrafting, informating INTRODUCTION Boardgames, traditionally played in their physical format using boards, cards, dice, playing tokens and the like, are increasingly being translated to digital form for devices such as smartphones, computers, videogame systems and tablets. To date, little attention has been paid to how and the degree to which this digitisation affects or transforms the experience of play. There is growing tension between the desire for digitised boardgames to be true to the interaction metaphor (Sharp et al. 2007, 58-63) of the original medium and the desire to extend the game to explore the potential of the digital medium. -
Three Different Paths for Tabletop Gaming in School Libraries
Three Different Paths for Tabletop Gaming in School Libraries Teresa Copeland, Brenda Henderson, Brian Mayer, and Scott Nicholson Abstract Three school library staff members explore how they have used table- top games in different school library settings. Teresa Copeland (Tes- seract School, Paradise Valley, Arizona, USA) explores how tabletop and role-playing games have been integrated into the curriculum across a wide variety of grade levels. Brenda Henderson (Trinity High School Learning Resources Centre, Redditch, UK) discusses how a board game club has made a difference in a high school library in the United Kingdom. Brian Mayer (School Library System, Genesee Valley Educational Partnership, LeRoy, New York, USA) supports multiple school libraries in finding matches between the curriculum and authentic games and runs game design workshops. Introduction Gaming in school libraries is evenly split between two primary goals: ed- ucation and recreation (Nicholson, 2008). Some libraries have worked with teachers to integrate games into the curriculum. Other libraries have created recreational programs around games where students can engage with each other in a safe space. One advantage of gaming programs in school libraries is that tabletop games, if chosen properly, can be both ed- ucational and recreational. Good educational games are also good games, and recreational tabletop gaming facilitates social engagement, planning, decision making, and mathematics. The focus in this article is on nondigital games: board, card, and role- playing games that are played on tables instead of on screens. Most stu- dents are used to digital games but may not have familiarity with tabletop gaming. Tabletop games are inexpensive, have a long shelf-life, are porta- ble, and can be used in a much wider variety of classroom situations than LIBRARY TRENDS, Vol. -
Designing Analog Learning Games: Genre Affordances, Limitations and Multi-Game Approaches
Rochester Institute of Technology RIT Scholar Works Articles Faculty & Staff Scholarship Summer 9-2020 Designing Analog Learning Games: Genre Affordances, Limitations and Multi-Game Approaches Owen Gottlieb Rochester Institute of Technology Ian Schreiber Rochester Institute of Technology Follow this and additional works at: https://scholarworks.rit.edu/article Part of the African History Commons, Ancient, Medieval, Renaissance and Baroque Art and Architecture Commons, Architectural History and Criticism Commons, Civil Law Commons, Cultural History Commons, Curriculum and Instruction Commons, Digital Humanities Commons, Educational Assessment, Evaluation, and Research Commons, Educational Methods Commons, Educational Technology Commons, Ethics in Religion Commons, Game Design Commons, History of Religion Commons, Instructional Media Design Commons, Interactive Arts Commons, Interdisciplinary Arts and Media Commons, Islamic World and Near East History Commons, Jewish Studies Commons, Jurisprudence Commons, Legal Commons, Legal History Commons, Legal Studies Commons, Medieval History Commons, Medieval Studies Commons, Religion Law Commons, Religious Education Commons, Scholarship of Teaching and Learning Commons, Teacher Education and Professional Development Commons, and the Torts Commons Recommended Citation Gottlieb, Owen and Schreiber, Ian. (2020). Designing Analog Learning Games: Genre Affordances, Limitations, and Multi-Game Approaches. In Douglas Brown and Esther MacCallum Stewart (editors), Rerolling Boardgames: Essays on Themes, Systems, Experiences, and Ideologies (pp. 195-211). McFarland & Company, Inc. This Book Chapter is brought to you for free and open access by the Faculty & Staff Scholarship at RIT Scholar Works. It has been accepted for inclusion in Articles by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Appears in: Gottlieb, Owen and Schreiber, Ian. (2020). Designing Analog Learning Games: Genre Affordances, Limitations, and Multi-Game Approaches. -
Manga) Market in the US
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Research Papers in Economics The Diffusion of Foreign Cultural Products: The Case Analysis of Japanese Comics (Manga) Market in the US Takeshi Matsui Working Paper #37, Spring 2009 The Diffusion of Foreign Cultural Products: The Case Analysis of Japanese Comics (Manga) Market in the US * Takeshi Matsui Graduate School Department of Sociology of Commerce and Management Princeton University Hitotsubashi University Princeton, NJ, US 08544 Tokyo, Japan 186-8601 [ Word Count: 8,230] January 2009 * I would like to thank Paul DiMaggio, Russell Belk, Jason Thompson, Stephanie Schacht, and Richard Cohn for helpful feedback and encouragement. This research project is supported by Abe Fellowship (SSRC/Japan Foundation), Josuikai (Alumni Society of Hitotsubashi University), and Japan Productivity Center for Socio-economic Development. Please address correspondence to Takeshi Matsui, Department of Sociology, Princeton University, Princeton, NJ 08544. E-mail: [email protected]. The Diffusion of Foreign Cultural Products: The Case Analysis of Japanese Comics (Manga) Market in the US Takeshi Matsui Hitotsubashi University/Princeton University Abstract This paper outlines the historical development of the US manga (Japanese comics) industry from the 1980s through the present in order to address the question why foreign cultural products become popular in offshore markets in spite of cultural difference. This paper focuses on local publishers as “gatekeepers” in the introduction of foreign culture. Using complete data on manga titles published in the US market from 1980 to 2006 (n=1,058), this paper shows what kinds of manga have been translated, published, and distributed for over twenty years and how the competition between the two market leaders, Viz and Tokyopop, created the rapid market growth. -
Monte Carlo Methods for the Game Kingdomino
Monte Carlo Methods for the Game Kingdomino Magnus Gedda, Mikael Z. Lagerkvist, and Martin Butler Tomologic AB Stockholm, Sweden Email: fi[email protected] Abstract—Kingdomino is introduced as an interesting game for enhancements have been presented for MCTS, both general studying game playing: the game is multiplayer (4 independent and domain-dependent, increasing its performance even further players per game); it has a limited game depth (13 moves per for various games [14], [15], [16], [17], [18]. For shallow game player); and it has limited but not insignificant interaction among players. trees it is still unclear which Monte Carlo method performs Several strategies based on locally greedy players, Monte Carlo best since available recommendations only concern games Evaluation (MCE), and Monte Carlo Tree Search (MCTS) are with deep trees. presented with variants. We examine a variation of UCT called Kingdomino [19] is a new board game which won the progressive win bias and a playout policy (Player-greedy) focused prestigious Spiel des Jahres award 2017. Like many other on selecting good moves for the player. A thorough evaluation is done showing how the strategies perform and how to choose eurogames it has a high branching factor but differs from parameters given specific time constraints. The evaluation shows the general eurogame with its shallow game tree (only 13 that surprisingly MCE is stronger than MCTS for a game like rounds). It has frequent elements of nondeterminism and Kingdomino. differs from zero sum games in that the choices a player makes All experiments use a cloud-native design, with a game server generally have limited effect on its opponents. -
Manga As a Teaching Tool 1
Manga as a Teaching Tool 1 Manga as a Teaching Tool: Comic Books Without Borders Ikue Kunai, California State University, East Bay Clarissa C. S. Ryan, California State University, East Bay Proceedings of the CATESOL State Conference, 2007 Manga as a Teaching Tool 2 Manga as a Teaching Tool: Comic Books Without Borders The [manga] titles are flying off the shelves. Students who were not interested in EFL have suddenly become avid readers ...students get hooked and read [a] whole series within days. (E. Kane, personal communication, January 17, 2007) For Americans, it may be difficult to comprehend the prominence of manga, or comic books, East Asia.1. Most East Asian nations both produce their own comics and publish translated Japanese manga, so Japanese publications are popular across the region and beyond. Japan is well-known as a highly literate society; what is less well-known is the role that manga plays in Japanese text consumption (Consulate General of Japan in San Francisco). 37% of all publications sold in Japan are manga of one form or another, including monthly magazines, collections, etc. (Japan External Trade Organization [JETRO], 2006). Although Japan has less than half the population of the United States, manga in all formats amounted to sales within Japan of around 4 billion dollars in 2005 (JETRO, 2006). This total is about seven times the United States' 2005 total comic book, manga, and graphic novel sales of 565 million dollars (Publisher's Weekly, 2007a, 2007b). Additionally, manga is closely connected to the Japanese animation industry, as most anime2 television series and films are based on manga; manga also provides inspiration for Japan's thriving video game industry. -
INTRODUCTION 1 Ryptic Vault Is a Company That Focuses on Creating Games to Be Played on the Ctable with Others
INTRODUCTION 1 ryptic Vault is a company that focuses on creating games to be played on the Ctable with others. To achieve this, I had to run through a process that is ever expanding. First, we had to research the market and history of tabletop gaming to see what is trending and what our potential competition are doing. Along the way, questions as well as assumptions and answers to some of those questions were covered and Cryptic Vault began to establish self-identity. This includes goals, stance on the market, logos, and the games that will be produced. This process books showcases this process and helps unravels the secrets that lie ahead for Cryptic Vault’s future. Purpose & Goals Benefits The purpose in making this board The benefits to this project are to game revolves around building a offer a non-digital, more social connection and sharing the experience. engaging game that people can I hope other people have fun with this enjoy with one another. People who game and want to play with others. As playing tabletop games can add a person who enjoys tabletop games, this to their next play session along sometimes it is nice to have fun with with people who may be new to friends without the need of technology playing these types of games. since that has become prevalent in our daily lives. Research Resources First initial way to conduct research The most obvious resources that is to interview friends of mine who are needed is a computer with the engage in tabletop gaming and ask Adobe Suite and a text editor for them what they like to see in a game. -
Mayday Games Email Updates to [email protected] # Of
Mayday Games email updates to [email protected] Millimeters # of Game Title # Cards Width Length Type of Sleeve Packs 1313 Dead End Drive 48 53 73 None 1812: The Invasion of Canada 60 56 87 Std USA (Purple) 1 1853 Train Game 110 45 68 Mini Euro (Blue) 2 1955: The War of Espionage 63 88 Card Game (Green) 0 1960: Making of the President 109 63.5 88 Card Game (Green) 2 2 de Mayo 63 88 Card Game (Green) 51st State 126 63 88 Card Game (Green) 2 51st State New Era Expansion 7 63 88 Card Game (Green) 1 6 Nimmt (Category 5) 104 56 87 Std USA (Purple) 2 7 Ages: 6000 Years of Human History 110 110 89 Chimera Sized 2 7 Wonder Leaders 42 65 100 Magnum Copper 1 7 Wonders 157 65 100 Magnum Copper 2 7 Wonders Promos (Stevie Wonder, Catan Island & Mannekin3 Pis) 65 100 Magnum Copper 1 7 Wonders Cities 38 65 100 Magnum Copper 1 A Game of Thrones -Board Game 100 57 89 Chimera Sized 1 A Game of Thrones Clash Of Kings 100 57 89 Chimera Sized 1 A Game of Thrones LCG -Chapter Pack 50 63.5 88 Card Game (Green) 1 A Game of Thrones LCG -Core 250 63.5 88 Card Game (Green) 3 A Game of Thrones Storm Of Swords 200 57 89 Chimera Sized 2 Abetto (2010) 45 68 Mini Euro (Blue) Acquire (1976 version) 180 57 88 Chimera Sized 2 Acquire (2008 version) 175 63.5 88 Card Game (Green) 2 Ad Astra 216 45 68 Mini Euro (Blue) 3 Adel Verpflichtet 45 70 Mini Euro (Blue) -Almost Adventurer Card Game Portal Expansion 45 64 89 Card Game (Green) 1 Adventurer: Card Game 80 64 89 Card Game (Green) 1 Adventurers, The 12 57 89 Chimera Sized 1 Adventurers, The 83 42 64 Mini Chimera (Red)