HOBBYIST BOARD GAME DESIGN PRACTICES: HOW DO BOARD GAME DESIGNERS CRAFT THEIR RULES MANUALS and SOLICIT USER FEEDBACK on PROTOTYPE GAMES? by Tony Bushner

Total Page:16

File Type:pdf, Size:1020Kb

HOBBYIST BOARD GAME DESIGN PRACTICES: HOW DO BOARD GAME DESIGNERS CRAFT THEIR RULES MANUALS and SOLICIT USER FEEDBACK on PROTOTYPE GAMES? by Tony Bushner HOBBYIST BOARD GAME DESIGN PRACTICES: HOW DO BOARD GAME DESIGNERS CRAFT THEIR RULES MANUALS AND SOLICIT USER FEEDBACK ON PROTOTYPE GAMES? by Tony Bushner A Dissertation Submitted to the Faculty of Purdue University In Partial Fulfillment of the Requirements for the degree of Doctor of Philosophy Department of English West Lafayette, Indiana August 2020 THE PURDUE UNIVERSITY GRADUATE SCHOOL STATEMENT OF COMMITTEE APPROVAL Dr. Michael Salvo, Chair Department of English Dr. Samantha Blackmon Department of English Dr. Bradley Dilger Department of English Dr. Michael Trice Comparative Media Studies Approved by: Dr. Manushag Powell 2 For all of my family, both inherited and chosen, who have always offered their love, guidance, and encouragement when I needed it most. I did it, y’all. 3 ACKNOWLEDGMENTS First and foremost, I’d like to acknowledge the wonderful community of scholars and graduate students in my department, whose various and overlapping knowledges helped me navigate this project. A special thank you goes out to my chair and mentor, Michael Salvo, whose encouragement and unbounded enthusiasm for my research never failed to inspire confidence and excitement about my work. Our long conversations over games of Go and pints of beer always left me feeling reinvigorated with my work and with a playlist of good music to explore. I’d also like to extend my gratitude to the rest of my committee—Samantha Blackmon, Bradley Dilger, and Michael Trice—for their unwavering enthusiasm and willingness to entertain a non-standard dissertation project. The advice I received from all of you has been incredible and I could not have asked for a better group of scholars to assist me on this journey. Through our combined efforts, I have created something about which I am truly proud. A huge bundle of thanks goes out to my interview subjects for being so willing to share their accumulated knowledge about board game design with me. I learned so much from your collected wisdom and it is my utmost hope that this project can send even a fraction of that knowledge back out to the community through my Manual on Manuals. I recognize that summer is an incredibly busy time for game designers with conventions and trade shows and travel, and yet these amazing designers took time out of their day to answer my questions about their craft with great enthusiasm. While I cannot thank you enough for your time and expertise, I hope that you are able to learn something new from my efforts. And hey, if you ever need another set of eyes on your manuals, you know how to reach me. I would be remiss to neglect giving a major shout-out to all of my friends and colleagues who supported me in this project. To the Frasses—Michelle, Alisha, and Lee— thank you for always being there when I needed advice, encouragement, or a good, hearty chuckle. To Harry, Tammy, and Vicki in the Writing Lab, I thank you for your unflinching dedication to all students that pass through your doors in Heavilon Hall; I am honored and lucky to be one of many who have benefitted from your sage words of wisdom. A debt of gratitude is owed to Jeff, who shared with me his assignment sheet for a board game design project for freshman composition students during my first year as a graduate student: I don’t know if you realize what an incredible journey you started with that act of kindness; then again, you and Stacey are some of the most effortlessly kind people I’ve ever met, so I’m 4 sure it came as naturally as breathing to you. I’d also like to thank Joe for the many conversations and libations over the years: it has truly been an honor to collaborate with someone as incredibly funny and kind as you. And I would like to extend my sincerest gratitude to my cohort, the Pasta Jets: Priya, Amelia, Sam, Trinity, Jen, Erin, and Talisha. Y’all provided such a necessary structure of love and support in a place where I knew no one. I have learned so much from each and every one of you. And finally, I would like to acknowledge the incredible debt I owe to my family— both inherited and chosen—for their unending support through my graduate career. To Ashley, Stacy, and Jordan, I cannot begin to describe how powerful an impact your unconditional love has had on my life. I am a better person for knowing all of you. To my cousin Zach, who has been like a brother to me for as long as I’ve known him: I could not ask for a more understanding or supportive bro, and the lifelong friendly rivalry that we have shared is one of the deepest connections I’ve ever had with another human. A big, sappy thank you to my immediate family, Chris, Jeff, and Sam and all of the gifts you’ve given me throughout my life: from my mother, her boundless passion for helping others and listening to people we know are starving to be heard; from my father, his obsessive need to understand every last detail about something that catches his interest; and from my sister, the effortless positivity about life that has inspired my own unbridled optimism in the face of adversity. Y’all are incredible. And last, but not least, I would like to thank my pugs Midna, Ludo, and Draco for the incredible love and affection you’ve shown over the years (as well as the many naps when we are too tired from writing to do anything else). And a posthumous thank you to Dahlia, Queen of All Pugs: my memories of you continue to warm my heart even after your passing. And I promise to never stop blaming my farts on you. Oh, and thank YOU, dear reader! For without you, the words on this page are meaningless squiggles. Thank you for breathing life into my work with your thoughtful attentiveness and curiosity. It is for you that I labor. 5 TABLE OF CONTENTS LIST OF FIGURES ................................................................................................................... 8 ABSTRACT ............................................................................................................................... 9 Chapter 1: Introduction ............................................................................................................ 10 The Golden Age of Board Games ......................................................................................... 10 So, Like, You’re Talking About Monopoly, Right? ............................................................. 12 Overview of Turn Order ....................................................................................................... 13 Chapter 2: Literature Review ................................................................................................... 15 Game Design Resources: Everything but the Manual .......................................................... 15 Board Game Design Handbooks ........................................................................................... 16 Miscellaneous Resources ...................................................................................................... 17 Chapter 3: Methods .................................................................................................................. 19 Participants ............................................................................................................................ 20 Data Collection ..................................................................................................................... 22 Coding & Data Analysis ....................................................................................................... 23 Ethics, Reciprocity, & Limitations ....................................................................................... 26 Chapter 4: Elements of Manual Design ................................................................................... 27 Design Experience ................................................................................................................ 27 Design Process ...................................................................................................................... 30 Manual Drafting .................................................................................................................... 31 Influences from Designers’ Jobs & Education ..................................................................... 33 Writing Better Manuals: Lessons Learned from Designers .................................................. 35 Headings, Keywords, and Other Organizing Design Elements ............................................ 41 Striking the Right Tone ......................................................................................................... 43 Chapter 5: Prototype Testing Data Collection ......................................................................... 46 Polished Prototypes vs. Basic Prototypes ............................................................................. 46 The Stages of Playtesting and Playtester Selection .............................................................. 49 Data Collection & Filtering Feedback .................................................................................. 53 Chapter 6: Important Lessons from Game Designers .............................................................. 57 Insights for the Board Game Design Community................................................................. 57 Insights for the PWTC Community ...................................................................................... 59 APPENDIX A. Interview Questions.......................................................................................
Recommended publications
  • Adapting Game Content with a Player Typology
    Lappeenranta-Lahti University of Technology LUT School of Engineering Science Software Engineering Master's Programme in Software Engineering and Digital Transformation Mika Savolainen ADAPTING GAME CONTENT WITH A PLAYER TYPOLOGY Examiners: D.Sc. (Tech.) Jussi Kasurinen Prof. D.Sc. (Tech.) Kari Smolander Supervisor: D.Sc. (Tech.) Jussi Kasurinen Prof. D.Sc. (Tech.) Kari Smolander TIIVISTELMÄ Lappeenrannan-Lahden teknillinen yliopisto School of Engineering Science Tietotekniikan koulutusohjelma Master's Programme in Software Engineering and Digital Transformation Mika Savolainen Pelisisällön mukauttaminen pelaajatypologialla Diplomityö 2019 54 sivua, 3 kuvaa, 13 taulukkoa, 2 liitettä Työn tarkastajat: D.Sc. (Tech.) Jussi Kasurinen Prof. D.Sc. (Tech.) Kari Smolander Hakusanat: pelit, pelaajatyypit, pelaajatypologia, pelinkehitys Keywords: video games, player types, player typology, game development Tämä diplomityö tutkii pelaajatypologian käyttöä peliominaisuuksien suunnitteluun ja kehittämiseen. Tätä varten toteutetaan kirjallisuuskatsaus ja kartoitetaan eri pelaajatypologioita, jonka avulla luodaan uusi pelaajatypologia. Tämän typologian perusteella suunnitellaan peliominaisuuksia, jotka lisätään toimintaseikkailupeliin. Pelaajatyyppien ja peliominaisuuksien välinen korrelaatio testataan tapaustutkimuksessa ja tulokset analysoidaan Pearsonin ja Spearmanin korrelaatiokertoimilla. ii ABSTRACT Lappeenranta-Lahti University of Technology LUT School of Engineering Science Software Engineering Master's Programme in Software Engineering and Digital
    [Show full text]
  • Sample File the Hutchingsonian Presents the Habitition of the Stone Giant Lord and Other Adventures from Our Shared Youth
    Sample file The Hutchingsonian Presents The Habitition of the Stone Giant Lord and other adventures from our shared youth Introduction 1 Jon Peterson Editors Notes 6 Tim Hutchings The Habitition of the Stone Giant Lord 7 Gaius Stern Stone Death 26 Richard C. Benson The Crack at Garn’s Canyon 38 Matt Morrison The Ring of Gaax Sample file 45 Wayne Lacroix The Golden Scepter of the Trollfens 58 Mike Walters The Tomb of Areopagus the Cloaked and Japheth of the Mighty Staff 86 Michael M. Hughes The Lair of Turgon 96 Todd Nilson The Maze of Death 108 Mike Walters All content copyright of the respective creators. Layout ©2013 Timothy Hutchings and The Hutchingsonian Presents. No claim is made on any copyrighted or trademarked material intentionally or accidentally presented herein. The Hutchingsonian Presents Introduction Jon Peterson When Dungeons & Dragons first appeared early in Thus, there was little thought at first that dungeons 1974, it contained an extraordinary invitation: it asked should be made into commercial products. us all to participate in the creation of fantastic worlds. By the middle of 1975, demand for dungeons at No longer would we merely passively read about - conventions began to chip away at this secrecy. When fantasies someone else had conceived, or watch them - Gary Gygax operated a tournament dungeon for the in films—now we would be participants and protago first Origins Game Fair in July, there was sufficient nists, authors and architects of fantasy. This is per demand to play that he scheduled two groups to haps best captured by a line in the final pages of the - explore instances of the dungeon simultaneously: one original rules, which asks, “why have us do any more under Gygax’s own supervision, the other refereed by of your imagining for you?” Everywhere there are op his son, Ernie.
    [Show full text]
  • Spring 2008 Issue
    www.diplomacyworld.net Variety Melange Variants: The Spice of Life Notes From the Editor Welcome back to another issue of Diplomacy World. that continues in the coming issues as well! This is now my fifth issue since returning as Lead Editor, and in some ways it was the hardest issue to do. I This issue you’ll also find the results of the latest believe this was simply a case of all the additional time Diplomacy World Writing Contest. While I would have and effort that went into doing Issue #100. It wasn’t until liked to get more entries than I did, at least we received #100 was finished and uploaded to the web site that I enough to actually award the prizes this time! realized how many extra hours I’d been spending each Congratulations to our winners, and keep your eyes week trying to assemble all that material. Sitting back open for future writing contests, or contests of other the next day, I was a bit worried about whether I had run types. If you have suggestions, please let me know. the well (or my personal gas tank) dry. Which leads me into the usual quarterly mantra: this Fortunately, that wasn’t the case. First of all, we had a particular issue, and Diplomacy World as a whole, is few wonderful pieces of material set aside for this issue, only as good as the articles you hobby members submit. starting with Stephen Agar’s variant symphony and I can’t write the whole thing myself, not even with the David McCrumb’s designer notes on 1499: The Italian assistance of the DW Staff…we need your ideas, your Wars.
    [Show full text]
  • Vulnerability and Growth in Video Game Narratives 2019
    Master's thesis Thomas Fusdahl Vulnerability and Growth in Video Game Narratives 2019 Master's thesis Approaches to Storytelling in Dark Souls 3 and Thomas Fusdahl Hellblade: Senua's Sacrifice NTNU May 2019 Faculty of Humanities Department of Design Norwegian University of Science and Technology Vulnerability and Growth in Video Game Narratives Approaches to Storytelling in Dark Souls 3 and Hellblade: Senua's Sacrifice Thomas Fusdahl Medievitenskap Submission date: May 2019 Supervisor: Sara Brinch Norwegian University of Science and Technology Thomas Fusdahl Vulnerability and Growth in Video Game Narratives Approaches to Storytelling in Dark Souls 3 and Hellblade: Senua's Sacrifice Master’s thesis in Medievitenskap Master’s thesis Master’s Supervisor: Sara Brinch May 2019 NTNU Faculty of Humanities Faculty of Humanities Faculty Norwegian University of Science and Technology of Science University Norwegian Thomas Fusdahl Vulnerability and Growth in Video Game Narratives Approaches to Storytelling in Dark Souls 3 and Hellblade: Senua's Sacrifice Master’s thesis in Medievitenskap Supervisor: Sara Brinch May 2019 Norwegian University of Science and Technology Faculty of Humanities Faculty of Humanities Acknowledgments: After finally finishing I want to thank the people who believed in me when I didn’t. Most of all my parents for both financial and moral support. I couldn’t have done it without you. Additionally, I want to thank my supervisor Sara Brinch for her understanding and support and helping me believe in the project. Lastly, I want to give a shout out to the Easy Allies, an online media outlet that has made it fun to stay engaged in both the culture and business of video games.
    [Show full text]
  • Annual Report 2020
    ANNUAL REPORT 2020 The Committee for the Advancement of Role-Playing Games Email: [email protected] Website: car-pga.org 2 TABLE OF CONTENTS To Our Members ________________________________________________ 3 Welcome to Our Report ____________________________________________________ 3 Performance Against Our Goals _____________________________________________ 3 2021 and Beyond _________________________________________________________ 4 Looking Ahead ___________________________________________________________ 5 Tribue to Paul Cardwell ___________________________________________ 6 Digitization of Archives ___________________________________________ 8 Membership Update ____________________________________________ 10 3 TO OUR MEMBERS Welcome to Our Report When I joined the Committee for the Advancement of Role-Playing Games (CAR-PGA) as Committee Chair, I worked with the board to set some basic goals. It’s been two years since we laid out those goals and after discussing with the board, we decided to produce a formal annual report on our progress. Performance Against Our Goals • Broaden Our Mission: It took some effort, but the CAR-PGA's by-laws have been amended to include the importance of diverse players. That's reflected in our Best Practices section on Diversity & Inclusion. • Engage Our Membership: On the one hand, we've added a Gamers in Need page to include a variety of people and organizations who can use our help. On the other, we're just not engaging enough. We have some ideas on how to increase our membership, which we’ll discuss below. • Relaunch the Site: The CAR-PGA site is up and running in no small part thanks to M. Alan Thomas II. Hawke Robinson of RPG Research has taken on the daunting challenge of digitizing the extensive files of Paul Cardwell, Jr., founding member of the CAR-PGA who passed away in March 2020.
    [Show full text]
  • Dragon Magazine #136
    Issue #136 Vol. XIII, No. 3 August 1988 SPECIAL ATTRACTION Publisher Mike Cook 7 Urban Adventures: An orc in a dungeon is a foe. An orc in the city could be mayor. Editor 8 Building Blocks, City Style Thomas Kane Roger E. Moore Is there a fishmonger in this town? This city-builder has the answer. Assistant editor Fiction editor 18 The Long Arm of the Law Dan Howard Robin Jenkins Patrick L. Price Crime and punishment in FRPG cities; or, flogging isnt so bad. 22 Taking Care of Business Anthony D. Gleckler Editorial assistants The merchant NPC class: If you like being rich better than anything else. Eileen Lucas Barbara G. Young 28 A Room for the Knight Patrick G. Goshtigian and Nick Kopsinis Art director Rating the inns and taverns of fantasy campaign worlds. Roger Raupp 34 Fifty Ways to Foil Your Players Jape Trostle Mad prophets, con men, and adoring monsters to vex your characters. Production staff Betty Elmore OTHER FEATURES Kim Janke Lori Svikel 40 The Curse of the Magus fiction by Bruce Boston and Robert Frazier Subscriptions U.S. Advertising Even in exile, a wizard is still the most dangerous of opponents. Pat Schulz Sheila Meehan 46 Arcane Lure Dan Snuffin U.K. correspondents Recharge: One simple spell with a lifetime of uses. Graeme Morris Rik Rose 54 The Golems Craft John C. Bunnell To build a golem, you first need a dungeon full of money. U.K. advertising Dawn Carter Kris Starr 58 Through the Looking Glass Robert Bigelow A look at convention fun, deadlines, and a siege-tower giant.
    [Show full text]
  • Adobe Photoshop
    I W A N T T O B I E A N A W E A book of Humor, S O Almanackery, M and Memoir E R by Ewen Cluney O B O SampleT file E W E N C L U N E Y I WANT TO BE AN AWESOME ROBOT A Book of Humor/Memoir/Almanackery By Ewen Cluney Sample file 1 ©2014 by Ewen Cluney Edited by Ellen Marlow Cover design by Clay Gardner In case it wasn’t clear, this book is a work of satire. There are true things in it, but it’s mostly lies told for comedy. Image Credits Cover Photo © 2011 by joecicak Kurumi and Maid RPG artwork by Susan Mewhiney Catgirl artwork by Thinh Pham “My Dumb Recipes” and “At the Plant” photos by Ewen Cluney Activity Section Art by Dawn Davis Ewen caricature by C. Ellis Dice photo by James Jones, used under a Creative Commons Attribution License. VCR photo by Akinom, used under a Creative Commons Attribution License. Bacon pie shell photo by nacho spiterson, used under a Creative Commons Attribution License. Infinite Loop photo by Michael Fonfara, used under a Creative Commons Attribu- tion License. Quetzalcoatl statue photo by Don DeBold, used under a Creative Commons Attribution License. Cosplay photo by Joppo Klein, used under a Creative Commons Attribution License. IBM 5150 photo by Boffy b, used under a Creative Commons Attribution License. Android OS photo by davidsancar, used under a Creative Commons Attribution License. Vladimir Putting photo by the Russian Presidential Press and Information Office, used under a Creative CommonsSample Attribution fileLicense.
    [Show full text]
  • Downloaded Directly to the Computer and Some Are Even F2P [Free to Play]) and Begin My Entry in the Virtual World
    FANTASTIC REALITIES: SOLID AND VIRTUAL RESONANCE IN MMORPGS by ZEK CYPRESS VALKYRIE B.A., University of Colorado at Colorado Springs, 2004 M.A., University of Colorado at Colorado Springs, 2005 A thesis submitted to the Faculty of the Graduate School of the University of Colorado in partial fulfillment of the requirement for the degree of Doctor of Philosophy Department of Sociology 2011 This thesis entitled: Fantastic Realities: Solid and Virtual Resonance in MMORPGs Written by Zek Cypress Valkyrie has been approved for the Department of Sociology ____________________________________________ Joanne Belknap, Ph.D. Chair, Dissertation Committee ____________________________________________ Jane Menken, Ph.D. Member, Dissertation Committee ________________________________________________ Heather Albanesi, Ph.D. Member, Dissertation Committee _________________________________________________ Matthew C. Brown, Ph.D. Member, Dissertation Committee ____________________________________________ Scott Bruce, Ph.D. Member, Dissertation Committee _________________________________________________ Stefanie Mollborn, Ph.D. Member, Dissertation Committee Date: __________ The final copy of this thesis has been examined by the signatories, and we find that both the content and the form meet acceptable presentation standards of scholarly work in the above mentioned discipline. HRC Protocol # 1007.4 Valkyrie, Zek Cypress (Ph.D., Sociology) Fantastic Realities: Solid and Virtual Resonance in MMORPGs Thesis directed by Professor Joanne Belknap This dissertation is a qualitative study that examines how game worlds and positive game experiences are neither equally accessible nor equally enjoyable to many who wish to participate in them. Newer research on games argues that those who master them are fulfilled socially, are highly productive, are motivated, and are invigorated by participation in grand narratives. Using a mixed methods approach, I drew on seventy in-depth interviews with gamers coupled with observational data from my membership role in several virtual worlds.
    [Show full text]
  • Runequest Classic Edition by Steve Perrin
    Runequest Classic Edition by Steve Perrin Ebook available on iOS, Android, PC & Mac. Unlimited ebooks*. Accessible on all your screens. Ebook Runequest Classic Edition available for review only, if you need complete book "Runequest Classic Edition" please fill out registration form to access in our databases Download here >>> *Please Note: We cannot guarantee that every book is in the library. You can choose FREE Trial service and download "Runequest Classic Edition" book for free. Book File Details: Review: Runequest 2nd edition was my introduction to realistic fantasy roleplaying and remains a favorite. The percentile mechanic often referred to as D100, is intuitive and easy to understand even for first time players. There are no classes for characters, so class restrictions dont apply. Any character can learn magic and even monster races can be... Original title: Runequest: Classic Edition Hardcover: 144 pages Publisher: Chaosium (August 16, 2016) Language: English ISBN-10: 1568820844 ISBN-13: 978-1568820842 Product Dimensions:8.7 x 0.6 x 11 inches File Format: pdf File Size: 18039 kB Ebook File Tags: fantasy pdf,system pdf,setting pdf,games pdf,chaosium pdf,skills pdf,role-playing pdf,classes pdf,glorantha pdf,magic pdf,systems pdf,roleplaying pdf,based pdf,remains pdf,playing pdf,players pdf,rpgs pdf,allowing pdf,played Description: In July of 1978, the Origins Game Fair was held in Ann Arbor, Michigan. Over 3500 people attended what was the largest gaming convention in the US at that time. In the main hall gamers could pick up the latest games from all the major publishers: Cross of Iron by Avalon Hill, Atlantic Wall by SPI, and The Hall of the Fire Giant King module by TSR.
    [Show full text]
  • Two Canine Heads Are Better Than One in PHOGS!
    ALL FORMATS LIFTING THE LID ON VIDEO GAMES Issue 36 £3 wfmag.cc HoundedHounded OutOut Two canine heads are better than one in PHOGS! CARDS AND DICE YOUR STORY LOSS AND FOUND The growing influence Code an FMV Making personal games on video game design adventure game that deal with grief get in the 4K Ultra HD UltraWideColor Adaptive Sync Overwatch and the return of the trolls e often talk about ways to punish stalwarts who remain have resorted to trolling out of “ players who are behaving poorly, sheer boredom. and it’s not very exciting to a lot of Blizzard has long emphasised the motto “play W us. I think, more often than not, nice, play fair” among its core values, and Overwatch’s players are behaving in awesome ways in Overwatch, endorsement system seemed to embrace this ethos. and we just don’t recognise them enough.” JESS Why has it failed to rein in a community increasingly Designer Jeff Kaplan offered this rosy take on the MORRISSETTE intent on acting out? I argue that Overwatch’s Overwatch community in 2018 as he introduced the Jess Morrissette is a endorsements created a form of performative game’s new endorsement system, intended to reward professor of Political sportsmanship. It’s the promise of extrinsic rewards players for sportsmanship, teamwork, and leadership Science at Marshall – rather than an intrinsic sense of fair play – that on the virtual battlefields of Blizzard’s popular shooter. University, where motivates players to mimic behaviours associated with he studies games After matches, players could now vote to endorse one and the politics of good sportsmanship.
    [Show full text]
  • Downloaded on 2017-02-12T14:37:34Z Cosgrave, Mike, Wargames Unplugged AISHE-C 2008, Maynooth, August 2008
    Title Wargames unplugged Author(s) Cosgrave, Michael Publication date 2008-08 Original citation Cosgrave, M. (2008) 'Wargames unplugged', AISHE-C 2008 - Encouraging Student Engagement, International Conference of the All Ireland Society for Higher Education, NUI Maynooth, Ireland, 28-29 August. Type of publication Conference item Rights © 2008 the author Item downloaded http://hdl.handle.net/10468/2804 from Downloaded on 2017-02-12T14:37:34Z Cosgrave, Mike, Wargames Unplugged AISHE-C 2008, Maynooth, August 2008 Wargames Unplugged: “I suppose it'll be another book review just like all the other options?” Anonymous Student Mike Cosgrave History, University College Cork [email protected] The use of games in education is topical and occasionally controversial. One the one hand it seems like a ideal medium to reach to 'generation X-Box' but on the other it seems too much like fun and too little like serious learning, which leads some people to use terms like 'models' or 'simulations' as cover; or as one US army officer said “This is not Dungeons and Dragons we're doing here”1. However, even poker is now becoming academically respectable as a way to teach communication skills. A critical problem with using games in education at any level is that most educators are not gamers. Many of us have played played casual boardgames or the ubiquitous solitaire on our computers, or watched our children playing on the “moronstation”, but we do not know how games “work”. Since computers and games consoles became commonplace, the main focus of gaming seems to be on electronic games like World of Warcraft2 or Grand Theft Auto3 and even if we could understand how to adapt games like those for pedagogically valid use, we know that they are the product of so many hours of programming that most of us will never have the resources to try, nor the skills to mange such a project.
    [Show full text]
  • The Platinum Appendix
    SHANNON APPELCLINE SHANNON A HISTORY OF THE ROLEPLAYING GAME INDUSTRY THE PLATINUM APPENDIX SHANNON APPELCLINE This supplement to the Designers & Dragons book series was made possible by the incredible support given to us by the backers of the Designers & Dragons Kickstarter campaign. To all our backers, a big thank you from Evil Hat! _Journeyman_ Antoine Pempie Carlos Curt Meyer Donny Van Zandt Gareth Ryder-Han- James Terry John Fiala Keith Zientek malifer Michael Rees Patrick Holloway Robert Andersson Selesias TiresiasBC ^JJ^ Anton Skovorodin Carlos de la Cruz Curtis D Carbonell Dorian rahan James Trimble John Forinash Kelly Brown Manfred Gabriel Michael Robins Patrick Martin Frosz Robert Biddle Selganor Yoster Todd 2002simon01 Antonio Miguel Morales CURTIS RICKER Doug Atkinson Garrett Rooney James Turnbull John GT Kelroy Was Here Manticore2050 Michael Ruff Nielsen Robert Biskin seraphim_72 Todd Agthe 2Die10 Games Martorell Ferriol Carlos Gustavo D. Cardillo Doug Keester Garry Jenkins James Winfield John H. Ken Manu Marron Michael Ryder Patrick McCann Robert Challenger Serge Beaumont Todd Blake 64 Oz. Games Aoren Flores Ríos D. Christopher Doug Kern Gary Buckland James Wood John Hartwell ken Bronson Manuel Pinta Michael Sauer Patrick Menard Robert Conley Sérgio Alves Todd Bogenrief 6mmWar Apocryphal Lore Carlos Ovalle Dawson Dougal Scott Gary Gin Jamie John Heerens Ken Bullock Guerrero Michael Scholl Patrick Mueller-Best Robert Daines Sergio Silvio Todd Cash 7th Dimension Games Aram Glick Carlos Rincon D. Daniel Wagner Douglas Andrew Gary Kacmarcik Jamie MacLaren John Hergenroeder Ken Ditto Manuel Siebert Michael Sean Manley Patrick Murphy Robert Dickerson Herrera Gea Todd Dyck 9thLevel Aram Zucker-Scharff caroline D.J.
    [Show full text]