Rules of Play, Chapter 21: Breaking the Rules
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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. -
Competitive Strategy Insights from Wargames
Competitive Strategy Insights from Wargames Competitive Strategy Insights from Wargames BENJAMIN JENSEN JOHN T. WATTS CHRISTIAN TROTTI MARK J. MASSA ATLANTIC COUNCIL 1 Scowcroft Center for Strategy and Security The Scowcroft Center for Strategy and Security works to develop sustainable, nonpartisan strategies to address the most important security challenges facing the United States and the world. The Center honors General Brent Scowcroft’s legacy of service and embodies his ethos of nonpartisan commitment to the cause of security, support for US leadership in cooperation with allies and partners, and dedication to the mentorship of the next generation of leaders. Forward Defense Forward Defense helps the United States and its allies and partners contend with great-power competitors and maintain favorable balances of power. This new practice area in the Scowcroft Center for Strategy and Security produces Forward-looking analyses of the trends, technologies, and concepts that will define the future of warfare, and the alliances needed for the 21st century. Through the futures we forecast, the scenarios we wargame, and the analyses we produce, Forward Defense develops actionable strategies and policies for deterrence and defense, while shaping US and allied operational concepts and the role of defense industry in addressing the most significant military challenges at the heart of great-power competition. This publication was produced in support of Army Futures Command as part of a project that used competitive strat- egy wargames to evaluate alternative long-term military investment strategies for great-power competition. Competitive Strategy Insights from Wargames BENJAMIN JENSEN · JOHN T. WATTS · CHRISTIAN TROTTI · MARK J. MASSA ISBN-13: 978-1-61977-121-5 Cover image: Army AH-64 Apache aircrews conduct formation practice at Camp Williams, Utah, June 5, 2019. -
Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
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. -
Modelling and Generating Strategy Games Mechanics
Modelling and Generating Strategy Games Mechanics Tobias Mahlmann Center For Computer Games Research IT University of Copenhagen A thesis submitted for the degree of Doctor of Philosophy March 2013 Abstract Strategy games are a popular genre of games with a long history, originating from games like Chess or Go. The word \strategy" is derived from the Greek word strathgìc (strateg´os),meaning (the) general, resp. strathgeÐa, meaning \art of commanding". Both terms directly hint at the subject of strategy games: warfare. Players must utilise armies and resources to their advantage on a battlefield to win a \virtual war". The first strategy games were published as \Kriegspiele" (engl. wargames) in the late 18th century, intended for the education of young cadets. Since then strategy games were refined and transformed over two centuries into a medium of entertainment. Today's computer strategy games have their roots in the board- and roleplaying games of the 20th century and enjoy great popularity. In this thesis, we use strategy games as an application for the procedural generation of game content. Procedural game content generation has regained some interest in recent years, both among the academic community and game developers alike. When the first commercial computer games were published in the early 1980s, technical limitations prevented game developers from shipping their titles with a large amount of pre-designed game content. Instead game content such as levels, worlds, stories, weapons, or enemies needed to be generated at program runtime to save storage space and memory resources. It can be argued that the generation of game content \on the fly” has gained popularity again for two reasons: first, game production budgets have risen rapidly in the past ten years due to the necessary labour to create the amount of game content players expect in games today. -
Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles
Salvation: Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles A Senior Project Presented To: the Faculty of the Liberal Arts and Engineering Studies Department California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Bachelor of Arts in Liberal Arts and Engineering Studies by Zachary Griffith June 2017 © Zachary Griffith 2017 Griffith 1 Table of Contents Introduction .................................................................................................................................................. 2 How to Play................................................................................................................................................... 3 Blending Eurogames and 4X ........................................................................................................................ 3 Eurogames ....................................................................................................................................... 3 4X Strategy ....................................................................................................................................... 4 Putting it All Together ...................................................................................................................... 4 Influences ..................................................................................................................................................... 4 The Game Design Process ........................................................................................................................... -
Historical Wargames
Historical Wargames The usual way of teaching history, giving long reading assignments and hoping students will somehow gain understanding does not work well for many people. As Professor James Lacey, states, a lot of the background information is missing, so when students study a certain conflict they struggle to place the information in the right context.1 He goes on to describe how he designed his courses at the Marine Corps War College to ensure his students really understand what happened and the factors that influenced important historical decisions. There are a few wargames that lend themselves especially well to understanding history from the point of view of the people in power: Polis: Fight for the Hegemony Polis is more of a classic board game and not so much a wargame. It is the game that James Lacey chose at the Marine Corps War College to teach the history of the Peloponnesian War. Polis lends itself very well to historical study because it has a heavy diplomatic and economic component. The Peloponnesian War was a struggle for power, and economic means were a strong component of that struggle. In this way, players and students of history can understand the context in which decisions were made instead of merely reading about what happened. More Polis info: https://boardgamegeek.com/boardgame/69779/polis-fight-hegemony Secret Hitler Secret Hitler is a card driven game in which players learn how a small, well-organized group of extremists can take power and change a country’s trjectory. The players are randomly divided into liberals and fascists, with liberals always having a majority. -
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. -
Research Paper ~ Optimising Game Tactics for Football
Research Paper AAMAS 2020, May 9–13, Auckland, New Zealand Optimising Game Tactics for Football Ryan Beal Georgios Chalkiadakis [email protected] [email protected] University of Southampton, UK Technical University of Crete, Greece Timothy J. Norman Sarvapali D. Ramchurn [email protected] [email protected] University of Southampton, UK University of Southampton, UK ABSTRACT Prior multi-agents research for football has focused more on the In this paper we present a novel approach to optimise tactical contribution of individual agents within a team [3, 8]. However, to and strategic decision making in football (soccer). We model the date, there is no formal model for the tactical decisions and actions game of football as a multi-stage game which is made up from a to improve a team’s probability of winning. There are a number Bayesian game to model the pre-match decisions and a stochastic of tactical decisions that are made both pre-match and during the game to model the in-match state transitions and decisions. Using match that are often just made through subjective opinions and this formulation, we propose a method to predict the probability “gut feelings”. of game outcomes and the payoffs of team actions. Building upon Against this background, we propose a formal model for the this, we develop algorithms to optimise team formation and in- game of football and the tactical decisions that are made in the game tactics with different objectives. Empirical evaluation of our game. We model the game as a 2-step game that is made up of a approach on real-world datasets from 760 matches shows that by Bayesian game to represent the pre-match tactical decisions that using optimised tactics from our Bayesian and stochastic games, we are made due to the incomplete information regarding the tactical increase a team chances of winning by 16.1% and 3.4% respectively. -
Luck Versus Skill. How Do We Measure Them? How Should We Use Them? There Is Too Much Luck in This Game, Not Enough Skill
Luck versus Skill. How do we measure them? How should we use them? There is too much luck in this game, not enough skill. There is no luck at all in this game, it is entirely skill. § Virtually every definition of game will state that indeterminacy is required --If they don’t state it, they imply it § What ‘creates’ indeterminacy? --Randomness These properties of games are very difcult to define They are also extremely counter- intuitive once you do define them Dice Cards Random Number Generators Rock is strong Simultaneous and hidden actions Other players Memory Accuracy Speed Strength If a person had to choose between 2 doors, one which lead to victory and the other defeat – there is no doubt there is luck. Winner Loser Though his chances of winning the New York State Lottery 15 times in a row are better. 50,347,200 A large number is given. Players have 30 seconds to determine what that digit of π is. 50,347,200 …723094004967268347950209384766411093847584754852887613… 7 Winner Loser A large number is given. Players have 30 seconds to determine what that digit of π is. 4th A large number is given. Players have 30 minutes to determine what that digit of π is. 4th None in 2000BC, tons in 250BC, almost none in 2000AD The ability to do something well The intrinsic ability to achieve a diferential outcome Skill is inherently defined as a comparison, even if only with your past self How do we measure skill? --Maximum win %? The pro “always” wins --Chain of “levels” of skill, say a 75% win rate over another tier --Elo, or similar rating --The complete set of information is the true expected win % of each player over each other player, throughout time --You must choose a slice, but choose wisely Play standard chess but afterwards roll a die.