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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. -
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. -
Major Developments in the Evolution of Tabletop Game Design
Major Developments in the Evolution of Tabletop Game Design Frederick Reiber Donald Bren School of Information and Computer Sciences University of California Irvine Irvine, USA [email protected] Abstract—Tabletop game design is very much an incremental these same concepts can and have been used in video game art. Designers build upon the ideas of previous games, often design. improving and combining already defined game mechanics. In Although some of these breakthroughs might be already this work, we look at a collection of the most impactful tabletop game designs, or games that have caused a significant shift in known by long time game designers, it is important to formally the tabletop game design space. This work seeks to record those document these developments. By doing so, we can not only shifts, and does so with the aid of empirical analysis. For each bridge the gap between experienced and novice game design- game, a brief description of the game’s history and mechanics ers, but we can also begin to facilitate scholarly discussion on is given, followed by a discussion on its impact within tabletop the evolution of games. Furthermore, this research is of interest game design. to those within the tabletop game industry as it provides Index Terms—Game Design, Mechanics, Impact. analysis on major developments in the field. It is also our belief that this work can be useful to academics, specifically I. INTRODUCTION those in the fields of game design, game analytics, and game There are many elements that go into creating a successful generation AI. tabletop game. -
Ncrl Teen Tabletop Game Collection Title # Players
NCRL TEEN TABLETOP GAME COLLECTION Requesting Games ➔ To request games, email [email protected] ➔ Games are for in-branch use only. Games are NOT to be checked out to patrons. ➔ Games can be borrowed for up to 3 months at a time. Returning Games ➔ Games will be sent out by the 1st of the month and should be returned by the 15th of the following month. ➔ Return games to “Distribution Center Attn. Service Managers” ➔ All game materials must be included in labeled bag/tub when returned. Double check the inventory list to make sure all items are present before sending back. ➔ If there are any issues with the games, please notify [email protected] AGE TITLE # PLAYERS SUGGESTION PLAY TIME APPLES TO APPLES 4-10 12+ 30 min BEARS VS BABIES 2-5 10+ 20 MIN BOSS MONSTER: THE DUNGEON BUILDING CARD GAME 2-4 13+ 20 MIN CARCASSONNE 2-5 8+ 30-45 MIN CATAN 3-4 10+ 1 HOUR CATAN: 5-6 PLAYER EXPANSION UP TO 6 10+ 1.5 HOURS CHESS TEACHER 2 6+ 30 MIN - 1HR CHICKAPIG 2-4 8+ 25-60 MIN CODENAMES 2-8 14+ 15 MIN CODENAMES: PICTURES 2-8 10+ 15 MIN DIXIT 3-6 8+ 30 MIN DOCTOR WHO MONOPOLY 2-6 8+ 1-1.5 HOURS DUNGEON MAYHEM 2-4 8+ 5-10 MIN Updated Aug. 2019 1 EXPLODING KITTENS 2-5 7+ 15 MIN (EXPLODING KITTENS EXPANSION) IMPLODING KITTENS 2-5 7+ 15 MIN FLUXX (DOCTOR WHO) 2-6 8+ 5-30 MIN FLUXX (STAR) 2-6 8+ 5-30 MIN FORBIDDEN ISLAND 2-4 8+ 30 MIN GOAT LORDS 3-6 7+ 30 MIN GOAT LORDS: CELEBRITY EXPANSION 4-8 7+ 30 MIN HANABI 2-5 8+ 30 MIN JUMBO PLAYING CARDS 1+ 3+ ~ KING OF TOKYO 2-6 8+ 30 MIN MUNCHKIN DELUXE 3-6 10+ 1-2 HOURS ONE NIGHT ULTIMATE WEREWOLF 3-10 8+ 10 MIN OREGON TRAIL 2-6 12+ 30 MIN OREGON TRAIL: HUNT FOR FOOD 2-6 12+ 30 MIN PANDEMIC 2-4 8+ 45 MIN POOP THE GAME 2-10 5+ 15 MIN QUELF 3-6 12+ 1 HOUR REVERSE CHARADES 6+ 6+ 30 MIN SEQUENCE 2-12 7+ 30 MIN SMART ASS 2-6 12+ 30 MIN SNAPPY DRESSERS 1-10 7+ 15 MIN SPLENDOR 2-4 10+ 30 MIN SUPERFIGHT 3-10 5+ 30 MIN SUSHI GO PARTY 2-8 8+ 20 MIN TELESTRATIONS 4-12 12+ 30 MIN Updated Aug. -
Review of Beyond Counting
Review of Beyond Counting http://www.jetcafe.org/npc/reviews/gambling/beyond_counting.html Review of Beyond Counting Title: Beyond Counting Author: James Grosjean Publisher: RGE Publishing Date: 2000 ISBN: 0-910575-17-7 Pages: 223 Price: $39.95 Reviewed by Nick Christenson, [email protected] November 5, 2000 There are several well known ways a player can gamble in a casino with a positive expectation. Certainly, Blackjack card counting, skilled Poker play, some full pay Video Poker, and sports betting are the most familiar. Others may know about more esoteric methods like Blackjack shuffle tracking, Roulette wheel clocking, and advantageous slot play. There are even those who go further, looking for house mistakes in calculating payoffs in games like Keno or Sic Bo. In Beyond Counting , James Grosjean pursues this topic further than anyone I have yet encountered, looking for edges in such strongly negative expectation games as the Big Six Wheel and Three Card Poker, as well as classical games like Blackjack and Craps. After various introductions to the author and the book, we told about the strange hierarchy of casino advantage players. Grosjean tells us how the Blackjack basic strategy player won't understand what a card counter is doing, how a card counter won't see how a shuffle tracker is playing an advantage, and a shuffle tracker won't understand many of the actions of a hole card player. We come to understand the casino as a series of layers of potentially strange behavior. Who is doing what, and why? Grosjean then performs some interesting mathematical analysis surrounding card counting. -
Balancing Skills to Optimize Fun in Interactive Board Games
Balancing Skills to Optimize Fun in Interactive Board Games Eva Kraaijenbrink, Frank van Gils, Quan Cheng, Robert van Herk, and Elise van den Hoven Eindhoven University of Technology, P.O. box 513, 5600 MB Eindhoven [email protected] Abstract. Playing games against people with a different skill level can be boring or frustrating, which decreases fun. A solution is to introduce specific rules that balance a game. In this paper we describe a study in which we used an electronic board game with tangible interaction to investigate whether balancing a game indeed increases fun experienced. We also investigate whether balancing skill levels implicitly (players are unaware) or explicitly (players are aware) has an influence on the fun experienced. We found that players who lost a game felt more successful in the balanced game compared to the unbalanced game. The balanced game also offered the players more fun experience than they expected beforehand. Finally, players preferred to play an explicitly balanced game because it increased the feeling of effort and challenge. Keywords: Balancing skills, board games, tangible interaction, game balance, interaction design, fun experience, and social interaction. 1 Introduction In this paper we present a study that focuses on the balancing of differences in players’ skill levels in a game. Fun in games is influenced by three factors: fantasy, challenge and curiosity [14]. Offering a suitable amount of challenge can be difficult when people with different skills play together. When no effort is needed to beat an opponent a game is boring. Conversely, when an opponent is too challenging a game is frustrating. -
Super Powered Role-Playing Using Mini Six Bare Bones Edition Copyright 2013 Paul Hosek Cover Art by Paul Hosek Interior Art by Paul Hosek
Super Powered Role-Playing using Mini Six Bare Bones Edition Copyright 2013 Paul Hosek Cover Art by Paul Hosek Interior Art by Paul Hosek, Written by Paul Hosek Table of Contents What is MightySix? 4 Corrosive 55 Super Scent 78 Dice Rolling Limits 5 Create Matter 56 Super Soak 79 Complement (Skill Synergy, Dark Vision 56 Super Swing 79 Helping Others) 5 Dazzle 57 Super Taste 80 Hero Points and Character Destroy Matter 57 Super Touch 80 Points 6 Dimension Walk 57 Telekinesis 80 Emotion Control 58 Telepathy 81 Combat, Action and Empathy 58 Teleportation 81 Movement EM Vision 58 Toxic 81 Energy Blast 59 Transmute 82 Timing Initiative and ESP 60 Transform 82 Declaration 7 Far Sensing 60 Trap 83 Fast Static Combat 8 Flight 61 Wall Walking 83 Wound Levels 11 FTL 61 X-Ray Vision 83 Knockout Damage 12 Gestalt 61 Shrugging It Off 12 Glide 62 Power Themes 83 Healing 13 Insanity 62 PowerSource 83 Pace 13 Illusion 62 Invention 84 Velocity and Collision 14 Inception 63 Insubstantial 63 Powerk Complications 86 Characters Invisible 64 Character Advancement 88 Machine Control 65 Superhero Archetypes 88 Basic Character Mind Blast 65 Generation 15 Mind Control 66 Resources 91 Attributes 15 Mind Shield 66 Firearms 93 Might Skills 16 Mind Swap 66 Explosives 94 Moves Skills 20 Minion 67 Missiles 95 Mind Skills 22 Natural Weaponry 67 Melee 95 Mojo Skills 25 Negation 68 Protective Gear 96 Passive Defense 69 Vehicles 96 Perks and Complications 27 Possession 69 Perk-fessions 27 Power Mimic 69 Encumbrance and Fatigue 97 Combat Perks 32 Precognition/Postcognition 70 Physical Perks 37 Radio 71 You Against the World Mental Perks 37 Regeneration 71 Destroying Objects 98 Social Perks 40 Shape Change 71 Natural Hazards and Misc. -
Tabletop Games: Platforms, Experimental Games and Design Recommendations
Tabletop Games: Platforms, Experimental Games and Design Recommendations Michael Haller1, Clifton Forlines2, Christina Köffel1, Jakob Leitner1, Chia Shen2 1Media Interaction Lab, Upper Austria University of Applied Sciences 2Mitsubishi Electric Research Laboratory INTRODUCTION While the last decade has seen massive improvements in not only the rendering quality, but also the overall performance of console and desktop video games, these improvements have not necessarily led to a greater population of video game players. In addition to continuing these improvements, the video game industry is also constantly searching for new ways to convert non-players into dedicated gamers. The recent success of Nintendo’s wii controller is often credited to its support of natural and intuitive gestural interactions, and much of the attention to this platform has come from its ability to attract people from markets not typically thought of as gamers. Indeed, stay-at-home parents, retirement homes, and working professionals make up a large portion of the Wii audience, which at the time of this writing is over 13 million (status Sept. 2007). Figure 1: (left) Desktop-based games are often an isolated activity – even when gamers play in a multi-player mode. Therefore, traditional board games are still very popular (right). In addition to the popularity of gestural interaction, the multi-player nature of console games makes them more communicative than single-player desktop games. Even when desktop games are played in a multi-player mode, individual players are still separated from one another in front of their personal displays (see Figure 1, left). Despite the growing popularity of computer- based video games, people still love to play traditional board games, such as Risk, Monopoly, and Trivial Pursuit. -
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. -
Immersive Sims a Game Design Philosophy by Hackers
Immersive Sims A game design philosophy by hackers and D&D nerds H.A.C.K. online meetup Whoami Game developer ■ Tech Manager at Supermassive Games @Guildford ■ Gamelab: Hungarian Indie ■ Stompy Bot: Canadian Indie Dániel Molnár Hacker -Houruck- ■ id tech lineage presentation @Lakat-LAN ■ Open Source Games & Hacking in video games talks @camp++ ■ “Homo Ludens Ludens” /stf/ Disclaimer ■ I haven’t played most of these games when they came out ⤏ Most of them didn’t click at first ⤏ I was more invested in action titles with twitch gameplay ■ It is my new favourite as a gamer ⤏ I was working on a “boomer shooter” concept ⤏ Picked elements from other titles influenced by immersive sims ⤏ And/Or I had a similar thought process to their designers ⤏ Possibly due to my IT background and interest in hacking ■ I find it intellectually challenging to design What is this talk about? Immersive Sims ■ I think it is not a genre, but rather a design direction ⤏ Form of environmental design ⤏ Common narrative trappings ⤏ Game design philosophy ■ I am currently working on my own definition ■ Guildford Interpretation of Immersive Sims ■ Researching relevant games ■ My findings so far from the lense of connections to the hacker subculture What is even a genre? ■ Movies are a bit more clear-cut ■ Video games have broad genres like action,adventure,etc. ⤏ We tend to focus on mechanics and design ⤏ Like First Person Shooter (states camera, and core mechanic) ⤏ And Real Time Strategy (so not turn based) ⤏ Or compare to other titles (Doom clone, Soulslike) ⤏ It can oversimplify or alienate newcomers (Roguelike, Metroidvania) ■ End of the day it is just a label ⤏ Allowing for marketing and meaningful conversations ⤏ For gamers and developers alike Berlin Interpretation of Roguelikes High value factors Low value factors 1. -
RPG Review Issue 4, June 2009
RPG REVIEW Issue #4, June 2009 Sorcery & Demons Designer's Notes ... Dennis Sustare ... SLURPS for GURPS ... Age of Fable ... Empty Chambers, Spent Shells; A Feng Shui Western ... RuneQuest Tribes of Eyha ... Young Gods: A Hero System Campaign With D&D Supplements ... Industry News 1 RPG REVIEW ISSUE FOUR June 2009 Table of Contents Administrivia and Editorial many contributors p2-4 Hot Gossip: Industry News by Wu Mingshi p5-6 B. Dennis Sustare Interview & Article by B. Dennis Sustare p7-17 Sorcery & Demons and Mimesis Designer©s Notes by Lev Lafayette p18-21 SLURPS for GURPS by Karl Brown p22-24 Age of Fable: Online Text-Based Roleplaying by James Hutchings p25-27 RuneQuest Tribes of Eyha by Chris Gilmore p28-34 Spent Chambers, Empty Shells: A Feng Shui Western by Kevin Powe p35-54 Young Gods: Hero System, Deities & Demigods and more by Lev Lafayette p55-58 Star Trek XI Movie Review by Andrew Moshos p59-61 Lord Orcus Listens by Steve Saunders p62-64 Next Issue by many people p64 ADMINISTRIVIA RPG Review is a quarterly online magazine which is available in print version every four issues. All material remains copyright to the authors except for the reprinting as noted in the first sentence. Various trademarks and images have been used in this magazine of review and criticism. This includes Champions by Hero Games, Spell Jammer and Planescape by TSR, RuneQuest by Mongoose Publishing, Feng Shui by Atlas Games, GURPS by Steve Jackson Games. Young Gods is a trademark of Barry Windsor-Smith; it is unrelated to the article which includes those words. -
Deepnet Technologies, Makers of a Wide Range of Advantage Gambling Training Products and Software (Blackjack, Poker, Craps)
EXPERT TIPS ON CASINO GAMBLING BY FRANK SCOBLETE DOMINATOR BILL BURTON STICKMAN Golden Touch, Expert Tips on Casino Gambling Copyright © 2007, Golden Touch Craps LLC All rights reserved. Except for brief passages used in legitimate reviews, no parts of this book may be reproduced, translated, or transmitted in any form or by any means, electronic or mechanical, including photocopying and recording, or by any storage and retrieval system, without the express written permission of the publisher. Page layout and typesetting by www.DeepNetTech.com. The material in this book is intended to inform and educate the reader and in no way represents an inducement to gamble legally or illegally. iii Table of Contents Table of Contents.......................................................................................................... v Foreword........................................................................................................................1 1 - This Ain't Streaking.................................................................................................. 3 2 - Craps is Easy to Learn ............................................................................................ 7 3 - I Hate These Commercials ...................................................................................... 9 4 - TV Educated Poker Players................................................................................... 11 5 - What It Costs You to Play Craps..........................................................................