{"id":1976,"date":"2017-09-15T03:43:55","date_gmt":"2017-09-15T03:43:55","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2017\/?page_id=1976"},"modified":"2017-09-22T18:40:32","modified_gmt":"2017-09-22T18:40:32","slug":"game-design-vocabulary-boardgames","status":"publish","type":"page","link":"http:\/\/mycours.es\/gamedesign2017\/presentations\/game-design-vocabulary-boardgames\/","title":{"rendered":"Game Design Vocabulary I"},"content":{"rendered":"<p>Some terms to discuss in class in relationship to the games we are going to play&#8230;<\/p>\n<h1>Skill vs chance<\/h1>\n<p><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Screen-Shot-2014-09-08-at-2.40.46-PM.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-431\" title=\"Screen Shot 2014-09-08 at 2.40.46 PM\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Screen-Shot-2014-09-08-at-2.40.46-PM.png\" alt=\"\" width=\"1009\" height=\"703\" \/><\/a><br \/>\n<a href=\"http:\/\/en.wikipedia.org\/wiki\/Libro_de_los_juegos\">Libro de los juegos<br \/>\n<\/a><br \/>\nThe text is a treatise that addresses the playing of three games: a game of skill, or chess; a game of chance, or dice; and a third game, backgammon, which combines elements of both skill and chance.<\/p>\n<p>How old are boardgames exactly?<\/p>\n<figure id=\"attachment_485\" aria-describedby=\"caption-attachment-485\" style=\"width: 772px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/mancala.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-485\" title=\"mancala\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/mancala.jpg\" alt=\"\" width=\"772\" height=\"512\" \/><\/a><figcaption id=\"caption-attachment-485\" class=\"wp-caption-text\">Mancala games 6900 BC, Jordan.<br \/>This is when the homo sapiens started to become sedentary and developed agriculture. In these games the tokens are seeds and they are based on sowing and reaping. We can easily infer that they were used to support the conceptual development of the agrarian mentality.<\/figcaption><\/figure>\n<figure id=\"attachment_432\" aria-describedby=\"caption-attachment-432\" style=\"width: 761px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Screen-Shot-2014-09-08-at-2.46.00-PM.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-432\" title=\"Screen Shot 2014-09-08 at 2.46.00 PM\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Screen-Shot-2014-09-08-at-2.46.00-PM.png\" alt=\"\" width=\"761\" height=\"479\" \/><\/a><figcaption id=\"caption-attachment-432\" class=\"wp-caption-text\">Senet circa 3500 BC. Egyptian. It\u2019s a 2 player game but there are depiction of people playing in solitary mode too, like they are playing with an invisible opponent, possibly god. It\u2019s a game of chance, and since the Egyptians believed in determinism it meant that if you are lucky in the game the gods are with you.<\/figcaption><\/figure>\n<figure id=\"attachment_434\" aria-describedby=\"caption-attachment-434\" style=\"width: 816px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/teetorum.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-434\" title=\"teetorum\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/teetorum.png\" alt=\"\" width=\"816\" height=\"445\" \/><\/a><figcaption id=\"caption-attachment-434\" class=\"wp-caption-text\">Victorian era boardgames often had moral themes to prevent any association with gambling. Some would even use alternative dice called teetotum.<\/figcaption><\/figure>\n<figure id=\"attachment_435\" aria-describedby=\"caption-attachment-435\" style=\"width: 797px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/mansion-of-happiness.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-435\" title=\"mansion of happiness\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/mansion-of-happiness.png\" alt=\"\" width=\"797\" height=\"421\" \/><\/a><figcaption id=\"caption-attachment-435\" class=\"wp-caption-text\">Mansion of happiness 1843. Linear path based on chance. You have to reach happiness (eternal happiness) without landing on \u201cvices\u201d zone that will take you back as punishment. Like \u201cidleness\u201d takes you to \u201cpoverty\u201d. Similar to the game of Goose from the 15th century.<\/figcaption><\/figure>\n<figure id=\"attachment_433\" aria-describedby=\"caption-attachment-433\" style=\"width: 768px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/a-game-of-skill.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-433\" title=\"a game of skill\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/a-game-of-skill.jpg\" alt=\"\" width=\"768\" height=\"1024\" \/><\/a><figcaption id=\"caption-attachment-433\" class=\"wp-caption-text\">Early and proto-pinball manufacturers often put a &#8220;game of skill&#8221; notice on the machines to avoid being framed as gambling<\/figcaption><\/figure>\n<p>Digital slot\u00a0machines, traditionally random,\u00a0<a href=\"https:\/\/www.nytimes.com\/roomfordebate\/2013\/10\/09\/are-casinos-too-much-of-a-gamble\/slot-machines-are-designed-to-addict?mcubz=0\">are becoming increasingly more sophisticated<\/a> adapting to the users behavior, giving an illusion of agency, and producing wins that increase the addition cycle.<\/p>\n<p>Gambling machines are becoming more videogame-like to attract millennials, posing dilemmas to <a href=\"https:\/\/waypoint.vice.com\/en_us\/article\/znm8zx\/why-cops-are-raiding-arcade-over-a-fishing-game\">gambling regulators<\/a>.<\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/LEXZCJ61SYc?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>Meanwhile F2P and social games introduce elements of gambling and designed addiction cycles. They rely on &#8220;whales&#8221; or few heavy spenders, just like casinos.<\/p>\n<p>Even completely skill games are adding gambling like elements like loot boxes which are <a href=\"https:\/\/www.gamasutra.com\/view\/news\/287258\/Online_games_will_be_required_to_disclose_random_loot_box_odds_in_China.php\">attracting the attention of\u00a0regulators.<\/a><\/p>\n<p>Digital games are traditionally more oriented toward skill, the popularity\u00a0of the roguelike meta-genre (which includes Imbroglio, FTL, Spelunky, or the binding of Isaac) suggest a increasing taste for uncertainty and risk.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2033\" src=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/FTL_screenshot2.png\" alt=\"FTL_screenshot2\" width=\"1280\" height=\"720\" srcset=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/FTL_screenshot2.png 1280w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/FTL_screenshot2-300x169.png 300w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/FTL_screenshot2-768x432.png 768w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/FTL_screenshot2-1024x576.png 1024w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/FTL_screenshot2-1200x675.png 1200w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<h1>4 elements of play by Roger Callois<\/h1>\n<p><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Pieter_Bruegel_children_games.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-450\" title=\"Pieter_Bruegel_children_games\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Pieter_Bruegel_children_games.jpg\" alt=\"\" width=\"1145\" height=\"819\" \/><\/a><\/p>\n<p>Man, Play and Games was written by french sociologist Roger Callois in 1961. The book introduced important terminology in game studies. He describes four &#8220;play forms&#8221; that are the basis for the enjoyment of cames and that can be present in different degrees in each game:<\/p>\n<p><strong>Agon, or competition.<\/strong> Present in skill based, competitive game like sports or chess.<br \/>\n<strong>Alea, or chance. <\/strong> Present in gambling games like slot machines or roulette.<br \/>\n<strong>Mimicry, or mimesis<\/strong> Present in role playing games or pretend games.<br \/>\n<strong>Ilinx, or vertigo<\/strong> Present in perception alterning play, like merry go round and visually intensive videogames.<\/p>\n<p>He also notably defined a a continuum in which games can be places ranging from:<br \/>\n<strong>Ludus<\/strong> &#8211; structured activities with explicit rules (games)<br \/>\nto<br \/>\n<strong>Paidia<\/strong>, unstructured and spontaneous activities (child play)<\/p>\n<h1>Theme and gameplay<\/h1>\n<figure id=\"attachment_439\" aria-describedby=\"caption-attachment-439\" style=\"width: 1024px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/carcassonne-h-g.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-439\" title=\"carcassonne-h-g\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/carcassonne-h-g-1024x764.jpg\" alt=\"\" width=\"1024\" height=\"764\" \/><\/a><figcaption id=\"caption-attachment-439\" class=\"wp-caption-text\">Carcassonne hunters and gatherers<\/figcaption><\/figure>\n<p><a href=\"http:\/\/clicknothing.typepad.com\/click_nothing\/2007\/10\/ludonarrative-d.html\" target=\"_blank\">Ludonarrative dissonance<\/a> by Clint Hocking<br \/>\nOther examples? Is storytelling in Gloom theme or mechanic?<br \/>\nWhat about theme in LOTR: the confrontation?<\/p>\n<figure id=\"attachment_489\" aria-describedby=\"caption-attachment-489\" style=\"width: 1024px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/cards_magic_the_gathering_desaturated_1280x800_21667.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-489\" title=\"cards_magic_the_gathering_desaturated_1280x800_21667\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/cards_magic_the_gathering_desaturated_1280x800_21667-1024x640.jpg\" alt=\"\" width=\"1024\" height=\"640\" \/><\/a><figcaption id=\"caption-attachment-489\" class=\"wp-caption-text\">Flavor text in collectible card games<\/figcaption><\/figure>\n<figure id=\"attachment_441\" aria-describedby=\"caption-attachment-441\" style=\"width: 1172px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/freedom-game.jpeg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-441\" title=\"freedom game\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/freedom-game-e1410204733952.jpeg\" alt=\"\" width=\"1172\" height=\"1160\" \/><\/a><figcaption id=\"caption-attachment-441\" class=\"wp-caption-text\">Freedom: the Underground Railroad &#8211; cards from the board game<\/figcaption><\/figure>\n<figure id=\"attachment_486\" aria-describedby=\"caption-attachment-486\" style=\"width: 1024px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/the_landlords_game_Monopoly_Evolution_Large.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-486\" title=\"the_landlords_game_Monopoly_Evolution_Large\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/the_landlords_game_Monopoly_Evolution_Large-1024x550.jpg\" alt=\"\" width=\"1024\" height=\"550\" \/><\/a><figcaption id=\"caption-attachment-486\" class=\"wp-caption-text\">The first activist game was designe more than 100 years ago by a. Quaker woman called Lizzie Magie (it was the first game that obtained a US patent).\u00a0<br \/>She believed that the main cause of poverty was land monopoly and the way to solve it was to impose a single uniform tax that would discourage speculation. So she created a game to represent this conflict. Thirty years later a man called Charles Darrow patented a modification of the landlord\u2019s game and turned into a &#8220;pro landlord&#8221; game. It would later become Monopoly.<\/figcaption><\/figure>\n<p><strong>Flavor change<\/strong><br \/>\n<strong><span style=\"color: #888888;\">In an economy where 3 players try to accumulate resources:<\/span><\/strong><br \/>\n<strong>3 <span style=\"color: #ff0000;\">Players<\/span><\/strong> start with 5 <strong><span style=\"color: #ffcc00;\">resources<\/span><\/strong> + 3 <strong><span style=\"color: #ffcc00;\">resources<\/span><\/strong> in the <strong><span style=\"color: #b56c47;\">pool<\/span><\/strong> (center of the table)<br \/>\nEach turn <strong><span style=\"color: #ff0000;\">players<\/span><\/strong> take a decision in Rock Paper Scissors style. <strong><span style=\"color: #ff0000;\">Players<\/span><\/strong> can choose <strong><span style=\"color: #00ccff;\">Action A<\/span><\/strong> (fist) or <strong><span style=\"color: #99cc00;\">Action B<\/span><\/strong> (open hand).<br \/>\nThere are 4 possible outcomes:<br \/>\n<strong><span style=\"color: #ff00ff;\">Outcome 1<\/span><\/strong> &#8211; one player chooses <strong><span style=\"color: #00ccff;\">Action A<\/span><\/strong>: this player takes 1 <strong><span style=\"color: #ffcc00;\">resource<\/span><\/strong> from each other player.<br \/>\n<strong><span style=\"color: #cc99ff;\">Outcome 2<\/span><\/strong> &#8211; two players choose <strong><span style=\"color: #00ccff;\">Action A<\/span><\/strong>: these players both give 1 <strong><span style=\"color: #ffcc00;\">resource<\/span><\/strong> to the third player.<br \/>\n<strong><span style=\"color: #33cccc;\">Outcome 3<\/span><\/strong> &#8211; three players choose <strong><span style=\"color: #00ccff;\">Action A<\/span><\/strong>: all players put 1 <strong><span style=\"color: #ffcc00;\">resource<\/span><\/strong> in the <strong><span style=\"color: #b56c47;\">pool<\/span><\/strong><br \/>\n<strong><span style=\"color: #d42a8d;\">Outcome 4 <\/span><\/strong>&#8211; three players choose <strong><span style=\"color: #99cc00;\">Action B<\/span><\/strong>: the player with most <strong><span style=\"color: #ffcc00;\">resources<\/span><\/strong> proposes once, without discussion nor barter, how to divide the <strong><span style=\"color: #b56c47;\">pool<\/span><\/strong>. If at least one player agrees the decision becomes effective. Otherwise, nobody takes anything.<br \/>\nThe game <strong><span style=\"color: #808000;\">ends<\/span><\/strong> when the first player is out of <strong><span style=\"color: #ffcc00;\">resources<\/span><\/strong> the player with the most resources wins.<\/p>\n<p>[Prisoner&#8217;s dilemma, minority game, ultimatum game, framing&#8230;]<\/p>\n<h1>Depth<\/h1>\n<figure id=\"attachment_1230\" aria-describedby=\"caption-attachment-1230\" style=\"width: 733px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1230\" title=\"depth\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/depth.png\" alt=\"\" width=\"733\" height=\"356\" \/><figcaption id=\"caption-attachment-1230\" class=\"wp-caption-text\">Why is chess deeper than Tic tac toe?<\/figcaption><\/figure>\n<blockquote><p>How much room there is for the player to get better at the game.<\/p><\/blockquote>\n<p>-Clint Hocking<\/p>\n<blockquote><p>How much is there to explore before you exhaust what the game has to offer.<\/p><\/blockquote>\n<p>-Jason Rohrer<\/p>\n<p>How wide is the gap between competent play and expert play (Chess, Guitar Hero, Counter Strike, Tetris, SpyParty).<\/p>\n<p>How big is the possibility space (Chess, Minecraft)<\/p>\n<p><a href=\"http:\/\/www.radiolab.org\/story\/153809-rules-set-you-free\/\" target=\"_blank\">Exhausting checkers<\/a> &#8211; radiolab<\/p>\n<p><a href=\"https:\/\/en.wikipedia.org\/wiki\/Solved_game\">Solved Games<\/a> list<\/p>\n<p><em>Elegance and depth<\/em><br \/>\nA game designer will refer to a game as elegant when a very small ruleset gives rise to an enormous possibility space. Many of the folk games that we\u2019ve inherited, such as Chess or Mancala, adhere to this ideal.<br \/>\n-Brenda Brathwaite<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1980\" src=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/Go.png\" alt=\"Go\" width=\"1016\" height=\"782\" srcset=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/Go.png 1016w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/Go-300x231.png 300w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/Go-768x591.png 768w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<h1>Perfect information \/ imperfect information<\/h1>\n<p><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/checkers.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-446\" title=\"checkers\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/checkers.png\" alt=\"\" width=\"1024\" height=\"1024\" \/><\/a><\/p>\n<p>A game possesses <em>perfect information<\/em> if each player, when making any decision, is perfectly informed of all the events that have previously occurred.<\/p>\n<p>Imperfect information introduces uncertainty but it&#8217;s not the same as chance. Some games can have randomness with perfect information and others can have imperfect information without chance. Can you make some examples? From the boardgames we played?<\/p>\n<p>Private\/hidden information can become public and vice-versa. Can the rules of a game be information as well?<br \/>\nWhat about videogames?<\/p>\n<p><strong>Playtime<\/strong><br \/>\nMafia\/werewolf, the resistance, 2 rooms and a boom.<\/p>\n<h1>Targeted interaction<\/h1>\n<figure id=\"attachment_452\" aria-describedby=\"caption-attachment-452\" style=\"width: 1024px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/munchkin.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-452\" title=\"munchkin\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/munchkin-1024x636.jpg\" alt=\"\" width=\"1024\" height=\"636\" \/><\/a><figcaption id=\"caption-attachment-452\" class=\"wp-caption-text\">Is Munchkin fun to people who don&#8217;t get college dorm humor?<\/figcaption><\/figure>\n<p><strong>5 fingers<\/strong> &#8211; Eric Zimmerman (Chip-taking game)<br \/>\nRule 1: Get a group of three or more people.<br \/>\nRule 2: Put up five fingers.<br \/>\nRule 3: Take turns eliminating each others\u2019 fingers.<br \/>\nRule 4: Last person with fingers wins.<\/p>\n<p>What are the dynamics and the winning strategies (see also Mafia\/werewolf)?<\/p>\n<p>Politics\/metagaming, &#8220;electing&#8221; a winner, kingmaking (3rd player problem A &amp; B are contending and C has no chance).<br \/>\nIssues with player elimination or effective elimination (player knows has no chance but has to keep playing), griefing. What are some of the solutions to address problematic interaction in games like Carcassonne, Zooloretto, Guts of glory, Pandemic or others?<\/p>\n<h1>Competition\/Cooperation<\/h1>\n<figure id=\"attachment_1978\" aria-describedby=\"caption-attachment-1978\" style=\"width: 800px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1978\" src=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/settlers.jpg\" alt=\"Settlers of Catan\" width=\"800\" height=\"567\" srcset=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/settlers.jpg 800w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/settlers-300x213.jpg 300w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/settlers-768x544.jpg 768w\" sizes=\"auto, (max-width: 800px) 85vw, 800px\" \/><figcaption id=\"caption-attachment-1978\" class=\"wp-caption-text\">Settlers of Catan<\/figcaption><\/figure>\n<p>Avoiding direct targeting = family friendliness &#8211; trade mechanics veering toward cooperation<\/p>\n<figure id=\"attachment_1977\" aria-describedby=\"caption-attachment-1977\" style=\"width: 1400px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1977\" src=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/pandemic-promo1_wide-81e61506264b554f9f0530987f81f644aa9404f5.jpg\" alt=\"NPR played the latest version of Pandemic with four real-life epidemiologists.\" width=\"1400\" height=\"788\" srcset=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/pandemic-promo1_wide-81e61506264b554f9f0530987f81f644aa9404f5.jpg 1400w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/pandemic-promo1_wide-81e61506264b554f9f0530987f81f644aa9404f5-300x169.jpg 300w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/pandemic-promo1_wide-81e61506264b554f9f0530987f81f644aa9404f5-768x432.jpg 768w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/pandemic-promo1_wide-81e61506264b554f9f0530987f81f644aa9404f5-1024x576.jpg 1024w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/pandemic-promo1_wide-81e61506264b554f9f0530987f81f644aa9404f5-1200x675.jpg 1200w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-1977\" class=\"wp-caption-text\">Pandemic<\/figcaption><\/figure>\n<p>Issues with Pandemic or other co-op games: solitaire played together, expert players monopolizing the game.<\/p>\n<p>The multiplayer solitaire problem and possible solutions: <a href=\"http:\/\/www.shutupandsitdown.com\/videos\/v\/review-escape\/\" target=\"_blank\">time constraint<\/a>, roles, sheer complexity&#8230;<\/p>\n<h1>Snowballing<\/h1>\n<figure id=\"attachment_456\" aria-describedby=\"caption-attachment-456\" style=\"width: 1000px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/game_snakes_ladders.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-456\" title=\"game_snakes_ladders\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/game_snakes_ladders.jpg\" alt=\"\" width=\"1000\" height=\"1000\" \/><\/a><figcaption id=\"caption-attachment-456\" class=\"wp-caption-text\">Victorian era Snakes and Ladders, based on an ancient Indian game (also moral) and basis for chutes and ladders. Illusory catch up<\/figcaption><\/figure>\n<p>Any game in which your score increases your power is likely to display snowballing aka reinforcing or positive feedback loop. In real world &#8220;the rich gets richer&#8221; etc.<br \/>\nExamples: monopoly, chess, starcraft.<\/p>\n<p>This may produce an undesirable game arc since in such kind of games players can be &#8220;effectively&#8221; eliminated early. There are a few ways to address this:<\/p>\n<p>&#8211; Separating scoring and resources.<br \/>\nExamples: most sports (can you imagine a snowballing soccer?), most eurostyle boargames (among the ones you played?).<\/p>\n<p>&#8211; Introducing catch-up mechanics or negative\/balancing loops.<br \/>\nExample: Super Mario Kart or organically emerging &#8220;target the leader&#8221;. Other examples?<\/p>\n<p>&#8211; Chance.<br \/>\nIs the snake in snakes and ladders really a catch-up mechanic? What about Flux?<\/p>\n<p>&#8211; Increasing stakes.<br \/>\nSnowballing is balanced by attributing more points toward the end thus increasing the possibility of a comeback.<br \/>\nExample: Modern Art.<\/p>\n<p>&#8211; Multiple paths to victory<br \/>\nThere are different ways to score points so a dominance in one aspect doesn&#8217;t determine dominance in another.<br \/>\nExample: Carcassonne.<\/p>\n<h1>Downtime and busywork<\/h1>\n<figure id=\"attachment_458\" aria-describedby=\"caption-attachment-458\" style=\"width: 957px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/twilight-imperium.png\"><img loading=\"lazy\" decoding=\"async\" class=\" wp-image-458\" title=\"twilight imperium\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/twilight-imperium.png\" alt=\"\" width=\"957\" height=\"499\" \/><\/a><figcaption id=\"caption-attachment-458\" class=\"wp-caption-text\">Twilight Imperium, a complex &#8220;Ameritrash&#8221; board game<\/figcaption><\/figure>\n<p>Not all playtime is actually play. Time is spent performing actions that are not fun or meaningful at all: setting up the game, learning rules, doing math, shuffling cards, waiting for the game to load, waiting for other people&#8217;s turn, recovering a ball, mining gold in MMORPG, playing tutorial levels&#8230;<\/p>\n<p>Ideally designers don&#8217;t want to waste people&#8217;s time and try to minimize unfun\/ancillary parts (exception Farmville-likes, Football).<\/p>\n<p>In board games there is an economy of gestures, phases, computations that should be optimized and run smoothly and intuitively. Turns shouldn&#8217;t be too long and players waiting for their turn should have something to think and strategize about. Many actions don&#8217;t actually require turns.<br \/>\nThis is a huge part of how a non digital game &#8220;feels&#8221;.<\/p>\n<h2>Persistence and reversibility<\/h2>\n<p>Are there games you can only play once? Are games whose effects of your actions are permanent?<\/p>\n<p>In online games, persistent worlds introduce a new kind of play: the game continues whether or not you are\u00a0present.<\/p>\n<p>Some single player games experimented with the\u00a0<a href=\"http:\/\/www.kongregate.com\/games\/raitendo\/you-only-live-once\">one session<\/a>\u00a0concept or with <a href=\"http:\/\/www.blog.radiator.debacle.us\/2014\/12\/notes-on-sex-consent-and-intimacy-in.html\">effects\u00a0that extend outside of the game world<\/a><\/p>\n<p>In analog games persistence is a fairly new element introduced by Risk Legacy (and subsequently adopted by other Legacy games) which prescribes players to leave permanent marks on the board or destroy cards.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2035\" src=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/legacy-risk.jpg\" alt=\"legacy risk\" width=\"3264\" height=\"2448\" srcset=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/legacy-risk.jpg 3264w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/legacy-risk-800x600.jpg 800w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/legacy-risk-300x225.jpg 300w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/legacy-risk-768x576.jpg 768w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/legacy-risk-1024x768.jpg 1024w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/09\/legacy-risk-1200x900.jpg 1200w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<h1>Materials<\/h1>\n<figure id=\"attachment_459\" aria-describedby=\"caption-attachment-459\" style=\"width: 1024px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Takako-Saito-spice-chess.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-459\" title=\"Takako Saito spice chess\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Takako-Saito-spice-chess-1024x576.jpg\" alt=\"\" width=\"1024\" height=\"576\" \/><\/a><figcaption id=\"caption-attachment-459\" class=\"wp-caption-text\">Fluxus artist Takako Saito created a series of art chess sets with unusual materials. In &#8220;spice chess&#8221; players tell the identical pieces apart by recognizing the smell of them.<\/figcaption><\/figure>\n<p>Board games are made of objects whose visual and tactile qualities largely affect the experience of a game. Playing a game of GO with actual stones is not the same as playing it online with a friend. Certain bits need to be three-dimensional to facilitate manipulation.<\/p>\n<p>Among the games you played can you point at successful and unsuccessful choices?<br \/>\nGloom?<\/p>\n<figure id=\"attachment_462\" aria-describedby=\"caption-attachment-462\" style=\"width: 1024px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/eddostern.com\/works\/money-making-workshop\/\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-462\" title=\"\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/eddo-stern-money-making-workshop-1024x935.jpg\" alt=\"\" width=\"1024\" height=\"935\" \/><\/a><figcaption id=\"caption-attachment-462\" class=\"wp-caption-text\">Eddo Stern&#8217;s Money making workshop is a sculptural boardgame conveys a lot of meaning through the manipulation of its components.<\/figcaption><\/figure>\n<figure id=\"attachment_461\" aria-describedby=\"caption-attachment-461\" style=\"width: 1024px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Si\u0301ocha\u0301n-Leat-Branda-Brathwaite1.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-461\" title=\"Si\u0301ocha\u0301n Leat Branda Brathwaite\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Si\u0301ocha\u0301n-Leat-Branda-Brathwaite1.jpg\" alt=\"\" width=\"1024\" height=\"682\" \/><\/a><figcaption id=\"caption-attachment-461\" class=\"wp-caption-text\">S\u00edoch\u00e1n Leat by Branda Romero. Rules are written in a mixture of equal parts English ink and Irish blood. The game features a burlap pillow simulating an earthen mound covered by 26 pieces of grass, each representing a county in Ireland the burlap was filled with mementos of her upbringing and her heritage, including photographs of her great grandfather, Paddy Donovan, and one of her mother&#8217;s rosaries. Too much?<\/figcaption><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>Some terms to discuss in class in relationship to the games we are going to play&#8230; Skill vs chance Libro de los juegos The text is a treatise that addresses the playing of three games: a game of skill, or chess; a game of chance, or dice; and a third game, backgammon, which combines elements &hellip; <a href=\"http:\/\/mycours.es\/gamedesign2017\/presentations\/game-design-vocabulary-boardgames\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Game Design Vocabulary I&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":308,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-1976","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/pages\/1976","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/comments?post=1976"}],"version-history":[{"count":6,"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/pages\/1976\/revisions"}],"predecessor-version":[{"id":2034,"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/pages\/1976\/revisions\/2034"}],"up":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/pages\/308"}],"wp:attachment":[{"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/media?parent=1976"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}