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board game vs. video game design

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The Magician
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Joined: 12/23/2008

I have often wondered if certain characteristics of a video game can be designed in board games. Obviously board games can't immerse the player like video games can. But, can a board game have great adventures like many great adventure video games? What are some of the less obvious pitfalls to the game designer if they try to make a board game like a video game?

I know if we look at the flip side, some of the board games that have been created into video games seem vary boring to me when I play them on a computer. Something is taken away from the experience when it's turned into video game. Heroquest was a fun board game, but the computer game sucked. And Risk, and there are others that aren't coming to mind at the moment.

Anyone played the board game Escape Velocity. Anyone played that game who also loved the computer game? I used to love that game and am curious what the board game is like.

Blake
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Starcraft and Diplomacy

I haven't played Starcraft the video game, or Starcraft the boardgame, but from what I've read on BGG, the board game not only captures a lot of what the video game was about, but does it in an enjoyable way.

I began one board game of Diplomacy once, but it never got finished. I have however played around a dozen games online. Interestingly, the game mechanics are exactly the same in each situation, it's only the "diplomacy" element that changes, and I prefer the online version. The main reason is that I don't want to deal with any arguments between friends, and online it's all totally anonymous. This may just be a personal thing for me. However, one comment I have heard a few people voice over the internet, which seems to make some sense, is that in many ways the absence of direct contact with the other players actually makes the online version more true to real life, where most diplomacy, particularly during WWI, would not have been face to face.

ilta
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There are some things that

There are some things that board games do really well, and some things that computer games do really well, just as there are things that books do well and things movies do well. These are all just media; the real test of a particular game is how well it performs within its environment.

Off the top of my head, here are some "core competencies" for the two different media. They are by no means exhaustive, and probably the distinction between "dexterity" is half-baked to say the least:

Board games: simultaneous action, meta-gaming elements like alliances and deals, pretty art, applied dexterity (as in Jenga or tiddly-winks, as opposed to "twitch" dexterity, which is just hand-eye coordination and can be modeled with a mouse/keyboard or gamepad)

Video games: resource management/math, AI (duh), secret or partially-secret information, immersion, highly complex information and/or multiple interlocking parts

Lost Cities, for instance, does very well on Xbox Live because the computer can take care of the sucky part (the complicated math) while leaving the good parts (risk management) untouched. Risk on the PC wasn't a good adaptation because it was basically a straight port of the board game (which was never that good to begin with) with some explosion sounds thrown in and without the best part of Risk (the shifting, backstabbing alliances with fellow human beings). I haven't played Starcraft in either incarnation, but I think I'm familiar enough with both versions (and the fact of their success) to conclude that they take into account their respective media's core competencies.

The Magician
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Thanks! Correct me if I'm

Thanks! Correct me if I'm wrong, it seems that good board games tend to have some level of abstraction. Maybe this is to facilitate simplicity in game design. I am envisioning a game that is rich in experience and quite long, but vary vary simple in it's mechanics that it play easily out of the box. I'm almost fetching the feeling of "I can't believe this simple little game turned out to be so big, complex, and challenging! I was going through a huge world with adventure, yet the mechanics were so so simple."

If anyone has followed my ideas for the game I am working on, in the first stage it was quite complex. I had big maps and labyrinths. I am still wondering if I really can make a board game successfully have adventure like Zelda does. I've been contemplating "how do you condense a huge world of adventure into a board game?"

Thanks for the feed back! I hope we can have an interesting thread going here.

brisingre
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Couldn't have said it better myself.

ilta wrote:
There are some things that board games do really well, and some things that computer games do really well, just as there are things that books do well and things movies do well. These are all just media; the real test of a particular game is how well it performs within its environment.

Off the top of my head, here are some "core competencies" for the two different media. They are by no means exhaustive, and probably the distinction between "dexterity" is half-baked to say the least:

Board games: simultaneous action, meta-gaming elements like alliances and deals, pretty art, applied dexterity (as in Jenga or tiddly-winks, as opposed to "twitch" dexterity, which is just hand-eye coordination and can be modeled with a mouse/keyboard or gamepad)

Video games: resource management/math, AI (duh), secret or partially-secret information, immersion, highly complex information and/or multiple interlocking parts

Lost Cities, for instance, does very well on Xbox Live because the computer can take care of the sucky part (the complicated math) while leaving the good parts (risk management) untouched. Risk on the PC wasn't a good adaptation because it was basically a straight port of the board game (which was never that good to begin with) with some explosion sounds thrown in and without the best part of Risk (the shifting, backstabbing alliances with fellow human beings). I haven't played Starcraft in either incarnation, but I think I'm familiar enough with both versions (and the fact of their success) to conclude that they take into account their respective media's core competencies.

I was going to say pretty much that, but you said it better. Thanks! The only thing I'd add is that video games have no trouble at all with simultaneous play and real-time elements, whileas it is a rare boardgame that can support these.

As for getting story into boardgames, that's not something I see done well often. Last Night on Earth tries to be a movie, and it does a decent enough job. Starcraft the video game and Starcraft the board game are both good, (I've played WarCraft and other games very much like StarCraft, but not StarCraft itself) but they are nothing like each other. One is real-time, about optimizing a strategy and managing many things at once. The other is turn-based, and it is about thinking well ahead of the current situation and budgeting resources on several different levels. They are quite different in feel, if identical in theme.

The Magician
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brisingre wrote: As for

brisingre wrote:

As for getting story into boardgames, that's not something I see done well often. Last Night on Earth tries to be a movie, and it does a decent enough job.


I checked out that game. It looks like shit. Overproduced game pieces, and boring common hilariously stupid theme. I haven't played it of course. The way the cards are done to support the theme, kind of look like something to think about for creating story and theme. I don't like Zombie stuff though. It doesn't leave anybody with anything after playing the game. I also never like Zombie movies. I love theme in games and I guess this is a distinguishing characteristic of ameratrash games. But, if it's going to be a theme it should be a good one, not an emty one. Or fighting games: "I'm going to create a fantasy fighting game with with wizards and barbarions and dragons and orcs". Boring! I think certain things remain in the realm of fantacy because they are presented as such.

Katherine
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Did you play the game

Did you play the game Magician?

Appearances can be deceiving, maybe this particular zombie game has something others do not. It is only the good games that get 7+ on BGG.

The Magician
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Joined: 12/23/2008
shazzaz wrote:Did you play

shazzaz wrote:
Did you play the game Magician?

Appearances can be deceiving, maybe this particular zombie game has something others do not. It is only the good games that get 7+ on BGG.


Again, I haven't played it. That is a vary good point. 7 or higher must be worth taking a good look. It may be that despite not liking the theme, I could learn something from it and how it integrates a story.

dannorder
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The Magician wrote:But, if

The Magician wrote:
But, if it's going to be a theme it should be a good one, not an emty one.

So you personally don't like a theme that millions of other people love, so therefore it's "empty" or, as you also put it, "boring common hilariously stupid"? Wow! There are plenty of games (not to mention books and films) based upon that theme, and it's certainly not one most people think is empty.

You also slam fantasy, which is also hugely popular theme. In another thread insult all of American culture because some widely sold children's board game wasn't intellectually satisfying enough for you.

You know, if you plan on producing games that real people would actually play, you might run into problems if you just assume everyone who likes things you don't must be an idiot.

The Magician
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dannorder wrote:The Magician

dannorder wrote:
The Magician wrote:
But, if it's going to be a theme it should be a good one, not an emty one.

So you personally don't like a theme that millions of other people love, so therefore it's "empty" or, as you also put it, "boring common hilariously stupid"? Wow! There are plenty of games (not to mention books and films) based upon that theme, and it's certainly not one most people think is empty.

You also slam fantasy, which is also hugely popular theme. In another thread insult all of American culture because some widely sold children's board game wasn't intellectually satisfying enough for you.

You know, if you plan on producing games that real people would actually play, you might run into problems if you just assume everyone who likes things you don't must be an idiot.


I have my opinions and you have yours. Your a man of a crowd. I'm a man of myself. Forgive me for ruffling your feathers in that one blog. I saw something in myself I didn't like and deleted the blog.

When it comes to reaching a wide majority, appealing to popular tasts is one way to go about it. I love to use Lord of the Rings as an example of a great fantasy. It isn't just presented as fantasy with an empty story. The content and themes in the story teach us extraordinary lessons about life and wisdom. And they aren't allegorical, but applicable to any situation. Take Gandalf at the bridge in Moria. What that scene means to me is standing up and fighting a bolrog (However that's spelled) in life no matter how big it is, no matter how big the challenge looms before me. It can not pass! It must be stood up to and I must demand my authority over my life that I will not let my demons control me of haunt me. Remember Gandalf fought the bolrog all the way down the casm and sught out it's distruction all the way to the end of it's defeat. That's taking care of bussiness. The problem no longer huants us when we defeat it. And remember what happend to Gandalf after that? He became greater. He became Gandalf the white. I could go on for ever discussing varyious themes in the book. Thangs like this make a fantasy meaningful to me.

The sad thing about the majority, is they just want explosions and sex. They like zombies to get the chemical emotional rush that the movie takes them through. After it's over the chemicals go away and the movie meant nothing more. Those kinds of works are a dime a hundred. They are made for cash. I don't care what you want to say about that because I'm not interested in debating these issues. Especially on this forum.

I don't care who is offended by what I just said. It's the truth.

I am not selling my game to the vast majority that I just refered to. I'm selling it to a vast majority of geniuses. My market numbers in the thousands and I know my market. They are scattered around the world but they are a cohesive group of people who will clearly know what my game is about and will long to own it and play it. I am also considering later producing a version of my game that can apeal to a market outside of the initial one, watering down the game a bit so anyone can pick it up and not feel overwhelmed by the core skills the first one utilizes. It would be a whole revamping of the original.

brisingre
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For The Record

Last Night on Earth is a very fun game, not because of the zombies, but because it's a monster-player game with good balance.

@The Magician
Ok. I kind of agree with some of that, but it's pretty damn self-righteous. Most people are stupid, yes. I'm a geek, and I'm pretty elitist about it. I only associate with smart people, and I look down on the rest of them. However, you have a lot of things wrong. You've missed a rather important point. People play games for fun. Therefore, slamming a game you haven't played for it's theme is a de facto bad idea. For instance, I like Axis and Allies. Not because I like the theme. I don't watch war movies, I don't particularly like history, and I don't generally play Military games. I don't play it because I like things about World War 2. I like it because it's fun, dammit. The worst themes sometimes produce the best games.

I'd also like to state that you've got Lord of the Rings all wrong. The Balrog (It's with an a) is not one of Gandalf's personal demons, which he fights and emerges the better for it. It's a twenty-foot tall flaming demon. It's not a symbol of anything. It's what lives in the abysses of Moria. By attempting to analyze it, you're missing the entire point. Or rather, you're creating one that doesn't exist. It's not a story written to educate. It's written to entertain. Tolkein didn't have a point to make. He had a story to tell, and he bloody well told it.

I'll also take a different stance on your opinion of what the general public wants. People, as far as I can tell, seem to want stories about people. They want stories about the world they live in. What wins Oscars? Not the movies with all of the sex and explosions. I, and, I think, most geeks who play designer games, want nothing to do with that. I can only speak for myself, but I like to think I pretty much understand the world (just in general, obviously not everything about it,) and it's rather horrid, really. Why would I watch a story about somebody's life falling apart when I can tell any of a dozen people I know that they can tell me about their problems? I don't need stories from my world, I live in my world. I already know how the story ends, why bother? I read a lot of fantasy, sci-fi, and horror. I watch a lot of sci-fi, a little bit of horror, and good (by which I mean, really, really bad) action movies. I occasionally watch comedy, but that's a rare taste.

I read and watch movies so I can get out of the world I live in, because it's a really, really bad story. There aren't any heroes any more, and the villains are perfectly content to just wear people down. The supporting characters are dull and incompetent, and everybody complains for 3/4 of the story. There's really no struggle in life, at least not in the 'developed' world. I'm not saying this is a bad thing, I have nothing against safety. I'm just saying that it means that there aren't a lot of life stories worth hearing. People are born, spend a few years as a little kid, go to school, spend a long time memorizing place names and forgetting what interesting things feel like, then get a job as a businessman and do business (whatever that happens to mean) every day for 40 years. Then they retire and moan about how great life used to be until they die. I don't want to read about those people I want to read about wizards, than you very much.

Not to rain on your proverbial parade, but your game cannot possibly be as impressive as you think it is. I'm not slamming it, mind. It doesn't look bad. However, it's not curing cancer, and by how impressed with it you are, you seem to think it has. Everybody loves their first project, and there's nothing wrong with that, but really... You are also operating under the impression that 'geniuses' are a close-knit group. They aren't. Hate to burst your bubble, but that's not how it works. They network, yes. Geniuses are friends with other geniuses. That's not a tight-knit group, though. That's a loose-knit group. There are organizations like Mensa, who try to bring smart people together, but I get a feeling that's not the sort of genius you are talking about. You're going to find yourself having a much harder time selling this than you expect, which is unsurprising, but still...

I also cannot believe your game is as intellectually demanding as you seem to think. There are several sorts of intellectually demanding games. There are games that require people to manage huge numbers of things at once. If you've written one of these that takes place in a maze, I'm curious to see it. These games tend to be economy or empire-building games, and very big ones. I have a hard time seeing that in a maze. An interesting example of this sort of game is people who count cards and play straight odds in Poker. It's intellectually demanding, certainly, but there's a reason most people don't play Poker that way. There are abstract strategy games, like Chess and Go. These are exactly as intellectually demanding as your opponent is intelligent, because they are pretty much fair. Any game that has open information, no chance elements, and identical initial movesets for players qualifies for this category. Chess and Go are very complicated examples (have a huge possibility space,) which is part of what makes them work. They define complete human analysis, unlike, say, tic tac toe or checkers. The thing that sets these games apart from other attempts to make a game like this is that, in addition to the complexity and fairness, they are, for some reason fun. I don't feel up to analyzing fun right now. The actual geniuses are already playing these games. The third type of intellectually demanding is just complicated. Most ameritrash is like this. (I play a lot of Ameritrash, for the record. I love it.) You get a bunch of mechanics, rather than a lot of interaction between them. People who write these games think they are intellectually demanding, but they aren't particularly. Most people have a hard time learning them, but once you learn them, they are fairly easy to play. I've gotten to the point where I can just pick up a game like that and play it fairly well, but that's rare. There is a fourth group of games that some would consider intellectually demanding. These are betting games and bluffing games, about human interaction. I'm really bad at these, but I don't see them as about intellect. I see them as about interpersonal skills, which I don't have particularly. There are those who would disagree, but then they'll probably disparage Go for being "Just Math." It's a taste. I'm a mathematical intellect, not an interpersonal one. You'll probably respond to this by saying that you've invented a whole new archetype. If you have, I have a feeling it's not an intellectual game. If you have invented a new intellectual archetype... Well, call me interested. I won't judge your game until I play it. I'm better than that. After all of that, you get the benefit of the doubt. So come on, blow my mind.

The Magician
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brisingre wrote:Last Night on

brisingre wrote:
Last Night on Earth is a very fun game, not because of the zombies, but because it's a monster-player game with good balance.

@The Magician
Ok. I kind of agree with some of that, but it's pretty damn self-righteous. Most people are stupid, yes. I'm a geek, and I'm pretty elitist about it. I only associate with smart people, and I look down on the rest of them. However, you have a lot of things wrong. You've missed a rather important point. People play games for fun. Therefore, slamming a game you haven't played for it's theme is a de facto bad idea. For instance, I like Axis and Allies. Not because I like the theme. I don't watch war movies, I don't particularly like history, and I don't generally play Military games. I don't play it because I like things about World War 2. I like it because it's fun, dammit. The worst themes sometimes produce the best games.

I'd also like to state that you've got Lord of the Rings all wrong. The Balrog (It's with an a) is not one of Gandalf's personal demons, which he fights and emerges the better for it. It's a twenty-foot tall flaming demon. It's not a symbol of anything. It's what lives in the abysses of Moria. By attempting to analyze it, you're missing the entire point. Or rather, you're creating one that doesn't exist. It's not a story written to educate. It's written to entertain. Tolkein didn't have a point to make. He had a story to tell, and he bloody well told it.

I'll also take a different stance on your opinion of what the general public wants. People, as far as I can tell, seem to want stories about people. They want stories about the world they live in. What wins Oscars? Not the movies with all of the sex and explosions. I, and, I think, most geeks who play designer games, want nothing to do with that. I can only speak for myself, but I like to think I pretty much understand the world (just in general, obviously not everything about it,) and it's rather horrid, really. Why would I watch a story about somebody's life falling apart when I can tell any of a dozen people I know that they can tell me about their problems? I don't need stories from my world, I live in my world. I already know how the story ends, why bother? I read a lot of fantasy, sci-fi, and horror. I watch a lot of sci-fi, a little bit of horror, and good (by which I mean, really, really bad) action movies. I occasionally watch comedy, but that's a rare taste.

I read and watch movies so I can get out of the world I live in, because it's a really, really bad story. There aren't any heroes any more, and the villains are perfectly content to just wear people down. The supporting characters are dull and incompetent, and everybody complains for 3/4 of the story. There's really no struggle in life, at least not in the 'developed' world. I'm not saying this is a bad thing, I have nothing against safety. I'm just saying that it means that there aren't a lot of life stories worth hearing. People are born, spend a few years as a little kid, go to school, spend a long time memorizing place names and forgetting what interesting things feel like, then get a job as a businessman and do business (whatever that happens to mean) every day for 40 years. Then they retire and moan about how great life used to be until they die. I don't want to read about those people I want to read about wizards, than you very much.

Not to rain on your proverbial parade, but your game cannot possibly be as impressive as you think it is. I'm not slamming it, mind. It doesn't look bad. However, it's not curing cancer, and by how impressed with it you are, you seem to think it has. Everybody loves their first project, and there's nothing wrong with that, but really... You are also operating under the impression that 'geniuses' are a close-knit group. They aren't. Hate to burst your bubble, but that's not how it works. They network, yes. Geniuses are friends with other geniuses. That's not a tight-knit group, though. That's a loose-knit group. There are organizations like Mensa, who try to bring smart people together, but I get a feeling that's not the sort of genius you are talking about. You're going to find yourself having a much harder time selling this than you expect, which is unsurprising, but still...

I also cannot believe your game is as intellectually demanding as you seem to think. There are several sorts of intellectually demanding games. There are games that require people to manage huge numbers of things at once. If you've written one of these that takes place in a maze, I'm curious to see it. These games tend to be economy or empire-building games, and very big ones. I have a hard time seeing that in a maze. An interesting example of this sort of game is people who count cards and play straight odds in Poker. It's intellectually demanding, certainly, but there's a reason most people don't play Poker that way. There are abstract strategy games, like Chess and Go. These are exactly as intellectually demanding as your opponent is intelligent, because they are pretty much fair. Any game that has open information, no chance elements, and identical initial movesets for players qualifies for this category. Chess and Go are very complicated examples (have a huge possibility space,) which is part of what makes them work. They define complete human analysis, unlike, say, tic tac toe or checkers. The thing that sets these games apart from other attempts to make a game like this is that, in addition to the complexity and fairness, they are, for some reason fun. I don't feel up to analyzing fun right now. The actual geniuses are already playing these games. The third type of intellectually demanding is just complicated. Most ameritrash is like this. (I play a lot of Ameritrash, for the record. I love it.) You get a bunch of mechanics, rather than a lot of interaction between them. People who write these games think they are intellectually demanding, but they aren't particularly. Most people have a hard time learning them, but once you learn them, they are fairly easy to play. I've gotten to the point where I can just pick up a game like that and play it fairly well, but that's rare. There is a fourth group of games that some would consider intellectually demanding. These are betting games and bluffing games, about human interaction. I'm really bad at these, but I don't see them as about intellect. I see them as about interpersonal skills, which I don't have particularly. There are those who would disagree, but then they'll probably disparage Go for being "Just Math." It's a taste. I'm a mathematical intellect, not an interpersonal one. You'll probably respond to this by saying that you've invented a whole new archetype. If you have, I have a feeling it's not an intellectual game. If you have invented a new intellectual archetype... Well, call me interested. I won't judge your game until I play it. I'm better than that. After all of that, you get the benefit of the doubt. So come on, blow my mind.


Cool man! I like your input about game design and that's good enough for me.

The Magician
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BTW, I don't completely slam

BTW, I don't completely slam horror. H.P. Lovecraft was bad-ass genius in the horror department. He was a genius. He's one of those cats that sneak up on you with horror and sci-fi and lace brilliant knowledge into his stories. He knew a lot about a variety of different subjects. He was vary educated. "Pickmans' Model" (I'm probably mispelling this too I don't have the book in front of me), to me reveals a brilliant interpretation of what a good artist is, and there is so much more. See it's not the subject it's the mind of the storyteller.

The Magician
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I'l tell you a story about a

I'l tell you a story about a wizard. There is a prerequisit though. You must read the children's book: The Wonderful Story of Henry Sugar. If that doesn't stoke your coals than you don't get the story.

The Magician
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brisingre wrote:Last Night on

brisingre wrote:
Last Night on Earth is a very fun game, not because of the zombies, but because it's a monster-player game with good balance.

@The Magician
Ok. I kind of agree with some of that, but it's pretty damn self-righteous. Most people are stupid, yes. I'm a geek, and I'm pretty elitist about it. I only associate with smart people, and I look down on the rest of them. However, you have a lot of things wrong. You've missed a rather important point. People play games for fun. Therefore, slamming a game you haven't played for it's theme is a de facto bad idea. For instance, I like Axis and Allies. Not because I like the theme. I don't watch war movies, I don't particularly like history, and I don't generally play Military games. I don't play it because I like things about World War 2. I like it because it's fun, dammit. The worst themes sometimes produce the best games.

I'd also like to state that you've got Lord of the Rings all wrong. The Balrog (It's with an a) is not one of Gandalf's personal demons, which he fights and emerges the better for it. It's a twenty-foot tall flaming demon. It's not a symbol of anything. It's what lives in the abysses of Moria. By attempting to analyze it, you're missing the entire point. Or rather, you're creating one that doesn't exist. It's not a story written to educate. It's written to entertain. Tolkein didn't have a point to make. He had a story to tell, and he bloody well told it.

I'll also take a different stance on your opinion of what the general public wants. People, as far as I can tell, seem to want stories about people. They want stories about the world they live in. What wins Oscars? Not the movies with all of the sex and explosions. I, and, I think, most geeks who play designer games, want nothing to do with that. I can only speak for myself, but I like to think I pretty much understand the world (just in general, obviously not everything about it,) and it's rather horrid, really. Why would I watch a story about somebody's life falling apart when I can tell any of a dozen people I know that they can tell me about their problems? I don't need stories from my world, I live in my world. I already know how the story ends, why bother? I read a lot of fantasy, sci-fi, and horror. I watch a lot of sci-fi, a little bit of horror, and good (by which I mean, really, really bad) action movies. I occasionally watch comedy, but that's a rare taste.

I read and watch movies so I can get out of the world I live in, because it's a really, really bad story. There aren't any heroes any more, and the villains are perfectly content to just wear people down. The supporting characters are dull and incompetent, and everybody complains for 3/4 of the story. There's really no struggle in life, at least not in the 'developed' world. I'm not saying this is a bad thing, I have nothing against safety. I'm just saying that it means that there aren't a lot of life stories worth hearing. People are born, spend a few years as a little kid, go to school, spend a long time memorizing place names and forgetting what interesting things feel like, then get a job as a businessman and do business (whatever that happens to mean) every day for 40 years. Then they retire and moan about how great life used to be until they die. I don't want to read about those people I want to read about wizards, than you very much.

Not to rain on your proverbial parade, but your game cannot possibly be as impressive as you think it is. I'm not slamming it, mind. It doesn't look bad. However, it's not curing cancer, and by how impressed with it you are, you seem to think it has. Everybody loves their first project, and there's nothing wrong with that, but really... You are also operating under the impression that 'geniuses' are a close-knit group. They aren't. Hate to burst your bubble, but that's not how it works. They network, yes. Geniuses are friends with other geniuses. That's not a tight-knit group, though. That's a loose-knit group. There are organizations like Mensa, who try to bring smart people together, but I get a feeling that's not the sort of genius you are talking about. You're going to find yourself having a much harder time selling this than you expect, which is unsurprising, but still...

I also cannot believe your game is as intellectually demanding as you seem to think. There are several sorts of intellectually demanding games. There are games that require people to manage huge numbers of things at once. If you've written one of these that takes place in a maze, I'm curious to see it. These games tend to be economy or empire-building games, and very big ones. I have a hard time seeing that in a maze. An interesting example of this sort of game is people who count cards and play straight odds in Poker. It's intellectually demanding, certainly, but there's a reason most people don't play Poker that way. There are abstract strategy games, like Chess and Go. These are exactly as intellectually demanding as your opponent is intelligent, because they are pretty much fair. Any game that has open information, no chance elements, and identical initial movesets for players qualifies for this category. Chess and Go are very complicated examples (have a huge possibility space,) which is part of what makes them work. They define complete human analysis, unlike, say, tic tac toe or checkers. The thing that sets these games apart from other attempts to make a game like this is that, in addition to the complexity and fairness, they are, for some reason fun. I don't feel up to analyzing fun right now. The actual geniuses are already playing these games. The third type of intellectually demanding is just complicated. Most ameritrash is like this. (I play a lot of Ameritrash, for the record. I love it.) You get a bunch of mechanics, rather than a lot of interaction between them. People who write these games think they are intellectually demanding, but they aren't particularly. Most people have a hard time learning them, but once you learn them, they are fairly easy to play. I've gotten to the point where I can just pick up a game like that and play it fairly well, but that's rare. There is a fourth group of games that some would consider intellectually demanding. These are betting games and bluffing games, about human interaction. I'm really bad at these, but I don't see them as about intellect. I see them as about interpersonal skills, which I don't have particularly. There are those who would disagree, but then they'll probably disparage Go for being "Just Math." It's a taste. I'm a mathematical intellect, not an interpersonal one. You'll probably respond to this by saying that you've invented a whole new archetype. If you have, I have a feeling it's not an intellectual game. If you have invented a new intellectual archetype... Well, call me interested. I won't judge your game until I play it. I'm better than that. After all of that, you get the benefit of the doubt. So come on, blow my mind.


Your rad brisingre. I like the discusions I have with you in this forum and do not judge you to say the least.

brisingre
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Indeed

The Magician wrote:
BTW, I don't completely slam horror. H.P. Lovecraft was bad-ass genius in the horror department. He was a genius. He's one of those cats that sneak up on you with horror and sci-fi and lace brilliant knowledge into his stories. He knew a lot about a variety of different subjects. He was vary educated. "Pickmans' Model" (I'm probably mispelling this too I don't have the book in front of me), to me reveals a brilliant interpretation of what a good artist is, and there is so much more. See it's not the subject it's the mind of the storyteller.

Yeah, Lovecraft is great.

And thanks for not taking what I said personally.

The Magician
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Do you have a pay-pal acount?

Do you have a pay-pal acount?

Lol just kidding I'm not going to charge you for the information.

dannorder
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The Magician wrote:I have my

The Magician wrote:
I have my opinions and you have yours. Your a man of a crowd. I'm a man of myself.

You don't know anything about me. I'm certainly not somebody who just goes along with a crowd just because everyone's doing it. But, more importantly, I also don't just automatically hate things other people like just to be contrary either.

The Magician wrote:
What that scene means to me is standing up and fighting a bolrog (However that's spelled) in life no matter how big it is, no matter how big the challenge looms before me. It can not pass! It must be stood up to and I must demand my authority over my life that I will not let my demons control me of haunt me.

So, what, a bearded old guy with magical powers fighting against a big demon on a bridge is full of wonderful meaning and worthy of praise, but the fight of normal humans against the unrelenting zombie hordes is empty of meaning of worthy of utter contempt? You ever stop to think that maybe you're just too dense to figure out themes unless they are spoon fed to you in the most over the top way possible?

The Magician wrote:
They like zombies to get the chemical emotional rush that the movie takes them through. After it's over the chemicals go away and the movie meant nothing more.

So if you like something it's because you're a super genius and if other people like something else they are witless morons. Got it.

The Magician wrote:
I don't care who is offended by what I just said. It's the truth.

I am not selling my game to the vast majority that I just refered to. I'm selling it to a vast majority of geniuses.

Right. Well, if your posts on this site are any indication of your supposed genius, you're in for a rude awakening.

The Magician
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Yes yes! Thanks for setting

Yes yes! Thanks for setting things straight.

The Magician
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Starcraft doesn't look too

Starcraft doesn't look too bad. It's got a ton of pieces, but looks like it captures the video game. Anyone played it? The multiple paths to victory look pretty cool. When I look at the box, it makes me not so self-conscious about how big mine may be.

brisingre
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I have

But I've never played it the way it was meant to be played. Not that I've played it wrong, but it's a six-player game. I've played it with two and three. It's an interesting game. I haven't found the varied paths to victory meaningful, though. Perhaps in a bigger game they would matter, but the endgame has never been close to date. You don't steal a victory. The first couple of turns are a power-grab for military dominance. If you get it, you win. I've never had the multiple paths come into play, but I've only played two games. As far as having a hundred ways to win goes, check out Android. I haven't played it, but it's the sort of thing you're looking for, albeit not, according to bgg, a spectacular game.

The Magician
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brisingre wrote:But I've

brisingre wrote:
But I've never played it the way it was meant to be played. Not that I've played it wrong, but it's a six-player game. I've played it with two and three. It's an interesting game. I haven't found the varied paths to victory meaningful, though. Perhaps in a bigger game they would matter, but the endgame has never been close to date. You don't steal a victory. The first couple of turns are a power-grab for military dominance. If you get it, you win. I've never had the multiple paths come into play, but I've only played two games. As far as having a hundred ways to win goes, check out Android. I haven't played it, but it's the sort of thing you're looking for, albeit not, according to bgg, a spectacular game.

My god! Six player game! I see why not too many seem to have played it. Who has six people they can pull out of their pocket in a flash!

clearclaw
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The Magician wrote:My god!

The Magician wrote:
My god! Six player game! I see why not too many seem to have played it. Who has six people they can pull out of their pocket in a flash!

Many of us do. I play in several gamenights every week. Attendance at each of them runs in the 30-50 range every week. Getting 6 people around a table just isn't hard if they like the game.

The Magician
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Okay, but a lot of people

Okay, but a lot of people don't have six people readily on hand to play. They should have created it for two or three-six players. I have Risk 2225 (or whatever that year is on the box). It's been sitting in my closet for four years because I didn't have willing oponents who would play for hours. I always wanted to play it though. It has a moon board. Before it came out I used to create a moon board when playing the classic game.

brisingre
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Six Players

I never have trouble getting people for big games. I have six regular TI players, with four or five people who can swap in. I'm pretty lucky, though.

Describing Starcraft as a six player game is overdoing it, actually. It's a 2-6 player game that works better with more people.

Oh yeah, 2210 is a lot of fun...

Taavet
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6 players

The Magician wrote:
My god! Six player game! I see why not too many seem to have played it. Who has six people they can pull out of their pocket in a flash!

We usually run 4-5 but 6 people is just my wife and I with 2 other couples. Not hard at all. And now that we have our basement playroom completed we can banish all the kids down there while we play.

The Magician
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Taavet wrote:The Magician

Taavet wrote:
The Magician wrote:
My god! Six player game! I see why not too many seem to have played it. Who has six people they can pull out of their pocket in a flash!

We usually run 4-5 but 6 people is just my wife and I with 2 other couples. Not hard at all. And now that we have our basement playroom completed we can banish all the kids down there while we play.


That's cool! I want people to build a room to play my game also. lol I have an enormous challenge ahead of me. And after that a bigger PR challenge and the pitch must be flawless I think. It my not be so much for people who play a lot of games, but those who don't play games will be the hardest to seduce, if I even bother with them at all. It seems futile to do this, but playing this game for non-gamers should prove something to them if only I can get them to look at it for what it will teach them how to do rather than seeing it as another game. If they already are interested in the skill, it shouldn't be too hard. Plus word of mouth and the enjoyment of other people playing will be critical I think.

larienna
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Starcraft BG and video game adaptation

Quote:
I haven't played Starcraft the video game, or Starcraft the boardgame, but from what I've read on BGG, the board game not only captures a lot of what the video game was about, but does it in an enjoyable way.

Starcraft doesn't look too bad. It's got a ton of pieces, but looks like it captures the video game. Anyone played it? The multiple paths to victory look pretty cool. When I look at the box, it makes me not so self-conscious about how big mine may be.

When I first played, I thought it did the adaptation well. I looked at the video game FAQ and it does not. Also the game is so heavy that it makes the game unfun and does not give you any starcraft feeling at all. This is why I made the starcraft lite variant. The variant is available on board game geek. I will still need to update the rules, there has been some changes lately.

Primary objective, makes the game "lighter" and less brain burning (or more fun). Make the game closer to the video game.

Quote:
Okay, but a lot of people don't have six people readily on hand to play.

You do not want to play starcraft at 6 players unless you have 10 hours to spend. You approximately need 1h30 per player. My variant reduce it to 50 min per player.

Quote:

If anyone has followed my ideas for the game I am working on, in the first stage it was quite complex. I had big maps and labyrinths. I am still wondering if I really can make a board game successfully have adventure like Zelda does. I've been contemplating "how do you condense a huge world of adventure into a board game?"

One of my design is to create a board game of the "master of magic video game" (civilization - technology + magic the gathering). The main rule to make the game playable, since there is too much information, is to simplify and abstract things. Somethimes 1 decision would lead to a series of actions that will never change. So when you convert to a board game, you only focuse on that decision and you assume that all the actions below are done automatically. So the players does not have to bother with it.

This is why in my game, there is no troops on the board, all cities are assumed to have units. Because I assume that you will always want to protect all your cities. Only army pawns appear on the board which represents the focus of military decisions. When upgrading to new units , all your empire receive them because I assume there are officers under your command that makes sure all your cities and armies have these new units.

JB
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The Deep Side of Zombies

I think the Zombie Game is quite deeper than you imagine. Zombies are a great device for peircing the veil of safety in the modern world and revealing normal people to be heroes or villians by applying just a little stress. Zombies aren't actually explosive or impressive enimies, there slow for the very purpose of allowing charaters to appreciate their situtaion and show their true self.

For Last Night on Earth in particular, I have played it. It's not perfectly designed. It has a bit of 'endless re-roll syndrome' but it is very evocitive. What I remember vividly from the game is Sally's last stand. Sally faced down nine zombies with her bare hands, in order to give her friend Jenny and the creepy drifter time to fill up a truck with gas and drive out. Eventually, she succumed but the others got away. It's intersting to think that a sterotypical high-school hearthrob might become self-less hero given the right Zombie apocolypse.

The Magician
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Nice idea

larienna, your game sounds interesting. How does the magic the gathering part factor in?

The Magician
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JB wrote:I think the Zombie

JB wrote:
I think the Zombie Game is quite deeper than you imagine. Zombies are a great device for peircing the veil of safety in the modern world and revealing normal people to be heroes or villians by applying just a little stress. Zombies aren't actually explosive or impressive enimies, there slow for the very purpose of allowing charaters to appreciate their situtaion and show their true self.

For Last Night on Earth in particular, I have played it. It's not perfectly designed. It has a bit of 'endless re-roll syndrome' but it is very evocitive. What I remember vividly from the game is Sally's last stand. Sally faced down nine zombies with her bare hands, in order to give her friend Jenny and the creepy drifter time to fill up a truck with gas and drive out. Eventually, she succumed but the others got away. It's intersting to think that a sterotypical high-school hearthrob might become self-less hero given the right Zombie apocolypse.

On Last Night on Earth, one thing that apealed to me is the character cards and the movie feeling about it. It's stands out whenever I hear or look at the game and I think it's interesting. It seems to have a unique tone about it. I am persuaded to check it out.

Listen about the Zombie thing, I'm burned out with Zombies and horror. We can think the movies. One bad movie comes out after another and several bad horror movies with five more sequals and then remaking a bunch of horror movies from the 70's and 80' that are just as bad as they always were. I'm just burnt out on them. It makes my mind numb. I had an experiment go wrong a while back. After years of not wanted to see another fucking horror movie I experimented and took "The Happening" for a whirl. I was so disapointed. It sucked and had no beleavability. It wasn't even what I thought it was about. I have no respect for the creators of those films. I think they are tastless.

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