October 10, 2013

Conflict Soup for the Gamer’s Soul

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This post was a key link in the Game Genome Project effort to characterize a particular dimension of games, in this case the level of competition in a game.  It has been a great reference post that clarifies my thinking on the topic quite nicely.  I hope you find it helpful as well.  (July 7, 2014)

Lewis Pulsipher's recent post, “Competition, direct conflict, wargames, and screwage games,” discussed the degree of conflict in a game. The post stirred up a number of prior conversations I’ve had on the topic, and in particular the thinking a number of us invested in the Game Genome Project – specifically in the “competitiveness” category.

I posted a reply to Lewis’ post summarizing my stance on the subject, but thought it could warrant additional conversation, clarifications, examples, and general blabbering. So here we go...

October 7, 2013

Emissary: A Study in Brain-burn and Emergence

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Hopefully this whole post doesn't come across as pompous - but here's the gist of what I'm talking about today: I designed a Decktet game called "Emissary" as a Hegemonic-inspired light 4X style game. And, having played quite a number of games so far, I've been pleasantly surprised by the amount of "brain-burn" and also "emergence" that seems to be emanating from the game. Apologies for the self-indulgence - but that's how I feel about it, and it makes me excited.

So, I wanted to take a step back and look at the game through my critical-ish filters and articulate why it seems to induce brain-burn (in a good way mind you!) and emergent gameplay. All this in a game that plays in about 15 minutes per player (and supports 2-4 players). Maybe we can learn something along the way...