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Games as Art (with a capital A)?

To me, games are models of something, not a medium for conveying "meaning" and "significance." If, say, the model is history, then the players may learn history (a form of meaning). And they can learn a variety of other things from games. But this is usually a byproduct of the interest in the game, not the purpose of the game.

Stories in Games (again)

In a 2011 survey published by Josiah Lebowitz and Chris Klug, people who identified themselves as "gamers" were asked to provide the three most important factors when determining whether or not to purchase a game. The most popular response? 52% of all respondents included "story" as one of the three most important factors. The second most popular determining factor was "gameplay mechanics", ranking in at 42%. Genre came in third at 37%.

My recent screencasts on YouTube

I rarely get around to posting individual links to my "Game Design" YouTube channel, so I decided to list the most recent five screencasts instead.

"Essential" (as in Essence) 4X Tabletop Game

Recently, Oliver Kiley described his desires for a 4X (eXplore, eXpand, eXploit, eXterminate) video game that did not rest largely on warfare. His idea is to have players compete to Transcend, for the race to rise to a higher plane of existence.

"Does playing board games with people always lead to frustration and anger?"

(This is another Quora answer, to the question quoted in the title.)

Of course not! Even with traditional-style board games that are directly competitive, most people remember most of the time that IT'S A GAME, not real-world. A particularly cut-throat game like Diplomacy or Age of Renaissance may engender more anger than others, but there are lots of quite peaceful board games as well.

Two New Designs

When I started my blog (http://pulsiphergamedesign.blogspot.com/) a dozen or so years ago it was mostly a personal blog where I discussed what I was doing (in connection with game design). Gradually it became more formal, more like magazine articles at a time when magazines were disappearing (especially the paying ones). Some of the material in my book Game Design: How to Create Video and Tabletop Games, Start to Finish, which I finish writing in 2011, first appeared in the blog. After the book I started making videos for online audiovisual classes, as well as my Game Design channel on YouTube, and I wrote less.

Why aren't computer RPGs (especially MMOs) as much FUN to play as old-time D&D?

Note: While this is a board game designer's forum, I've decided to include this because some of what has happened in RPGs, has or can happen in board/card games.

Why aren't computer RPGs (especially MMOs) as much FUN to play as old-time D&D?

What’s it Like to be a Game Designer?

(This was originally a response to a question on Quora.)

Because there are so many kinds of game designers, the answer to the question is the same as the answer to many questions about game design: it depends.

Consequences in Games

You may have heard me in the past talk about the widespread displacement of consequence-based gaming by reward-based gaming. Party games, and to a lesser extent family games, have always been reward-based (you're rewarded for participation) rather than consequence-based (winning and losing is important, plus more), but hobby games were usually the latter. The change in hobby games started in the videogame world, where most single player games are puzzles rather than opposed games, and so as long as you are persistent - especially when you can use the video save games to try different things - sooner or later you'll solve the puzzle.

A spectrum of approach to game design, in simplest terms

There are two fundamental ways to approach design of games (and of RPG adventures).

One approach is to set up an interesting situation and let the players cope with it as best they can, "write their own story", and in this case each group of players is likely to write quite a different story from the same situation.

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by Dr. Radut