Archive for May, 2008

The Habitual Insomniac Podcast

No Comment // Written on May 30, 2008 // News

This week I join Adam and Paul, the hosts of The Habitual Insomniac podcast, to talk about Webcomics, Indie Video, Sci-Fi, Games, and Stolen Cars.  I had a lot of fun chatting with Adam and Paul, and hope you’ll find it somewhat entertaining and/or informative as well.

Adam is a podcasting veteran and former host of the ‘Fear the Boot’ podcast.  We recorded this episode using Skype with me here in Ontario, and Adam and Paul down in St. Louis.  I wasn’t sure how the sound quality would be, but hearing the finished episode I think it’s the best quality sound I’ve heard from a Skype recorded interview.  Excellent post production work Adam! :)

Gobliny Artwork

No Comment // Written on May 28, 2008 // News

Speaking of Fantasy illustrations — here’s something a friend drew for us.  Gobliny good stuff! :)

Robertson Games

Illustration by Blake Stevenson

Classic Fantasy Game Illustrations

No Comment // Written on May 28, 2008 // games

James Raggi has put together an excellent showcase of traditional gaming art, featuring examples and comments on the work of Jeff Dee, Denis Loubet, Erol Otus, David Sutherland III, Darlene Pekul and David Trampier. A handy primer for fantasy artists.

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Microlite20

No Comment // Written on May 27, 2008 // games

A minimalist role-playing game. The rules for character generation, combat, magic and level advancement take up a single sheet of paper, meaning it is perfect for introducing role-playing to new players, gaming one-shot adventures or tailoring into your own game system.

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Game Theory Article

No Comment // Written on May 26, 2008 // games

This is an article I published on my other blog back in 2006. I had intended to write a follow-up article, but ultimately decided to focus on actually making games instead of writing about them. All the same, I thought I’d post it here so that I’ve got all the gaming stuff in one place. :)

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Activities, Competitions & Games

The word “game” is often used to refer to a variety of different activities. Playing make-believe, seeing who can run the fastest, and searching for friends who are hiding, are all commonly described as being different types of “games” that can be played.

For the sake of this essay, we’ll only look at the most structured and interactive of these as representing a “game”. In order to do this we’ll first establish what activities we’re not including in our definition of game.

Arts & Entertainment: also offer challenges and rewards

Creating, enjoying, and interacting with works of Art and Entertainment can be very rewarding activities, and can sometimes include challenges and costs that are similar to a game. However, they are without any set goals, and the challenges and rewards associated with them are inconsistent between individuals. They may represent things you can create games with—but are not games themselves. Children playing make believe, multi-million dollar movies, a ball, and a Playstation 3 would all fit into this category.

Competitions: Separate Challenges

Specific challenges and rewards where players attempt to outperform the other participants creates a competition. This is very similar to a game, but the individual participants are independent of one another. They have no influence on how the participant does in the challenge, and thus no effect on their reward, whether there are 2 competitors or 200. Teams engaged in competitions work together towards a goal, but have no effect on the other teams in the competition. The team acts as an individual competitor in it’s own challenge. Although referred to as “Games” many Olympic events could alternately be described as “competitions”. Competitions are usually very easy to turn into games.

Games: Players Affect Each Other’s Challenges

Where a “game” differs from various rewarding activities and competitions is the way the various players interact with one another as they attempt to overcome challenges and gain rewards. A game requires interaction between the players that has an effect on the challenges of the game. This will in turn affect the rewards the game offers, and how likely each individual is to receive them. The interaction between players creates variability that makes the challenges of the game more unpredictable.

Elements of a Game

Now that we have established which activities we’re referring to when we say “game”, we can look at the elements they have in common.

Challenges & Rewards

Games reward players for overcoming challenges.

These challenges are explained in the rules of the game and may be based on mental or physical ability, as well as luck. Many games have a variety of challenges combining these three elements in various ways.

The reward for winning a game can include entertainment, satisfaction, fortune, and increased social status. Games often have multiple rewards, which have different levels of value to various players. Some games continually reward players during the game as they overcome challenges.

Costs & Risks

Games include costs and risks to participants.

The cost of playing a game will usually include a loss of time, and sometimes a loss of money. All games take some amount of time to play, usually require players to spend time learning the rules of the game, and often time practicing the game before they begin playing.

Many games require players to spend money on equipment, training, or admission to the game itself. Some games, like Tag, only cost time. Other games, like the Lottery, take very little time but require players to spend money on a ticket.

Games can include a variety of other costs that often mirror the rewards they can offer: an unpleasant experience, disatisfaction, loss of money, and loss of social status. Many of these costs are unpredictable at the outset of the game, and represent Risks to participation. The player might incur these costs during the game, but it is dependent on whether they are successful in the game.

People are more inclined to play games where they value the rewards being offered, and have associated costs and risks they are willing to accept. The greater the reward(s), the more costs and risks that will be considered.

Conclusion

Before we move on, we’ll review our definition.

A game:

  • rewards players for overcoming challenges
  • requires interaction between the players that affects these challenges
  • balances the costs and risks to participants with the rewards being offered

(Originally published: November 8th, 2006)

The Secret History of Star Wars

No Comment // Written on May 23, 2008 // games

Over 400 sources and filled with quotes, this free e-book is in defiance of the "traditional" Lucasfilm version of history, which has skewered some key facts over the years. It confirms: Marcia Lucas was key to the success of the films.

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