tag:blogger.com,1999:blog-37476068692677916692024-03-18T00:04:49.860-03:00Gaming Conceptz#games #videogames #boardgames #ludus #starwars #rpg #mmorpg #narrative #gamingconcepts #gamedesign #mechanicsVINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.comBlogger385125tag:blogger.com,1999:blog-3747606869267791669.post-51119069170808115812024-03-01T18:58:00.003-03:002024-03-01T18:58:15.408-03:00Unveiling the iterative design cycle: a cornerstone of game developmentWithin the domain of game design, iteration cycles represent a cyclical development process employed to refine and enhance a game concept throughout its creation. This approach stands in stark contrast to the linear "waterfall" method, where distinct stages, from ideation to implementation, are completed sequentially with limited room for feedback and adaptation.
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<img alt="" border="0" data-original-height="300" data-original-width="570" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNSJ_pMRxWQeILjY34euBIyjA1ZKtvXUS6FuoeZ2JA-rMF5NCL-jaliU-ptgocttwA7t5SZZD49WdlzolwQTGnPtMmsWRD_7Yd2rKRjcy9NSv_VIhimbsMmhljjTDORrzUCwi22tr-WZW-7P2cLFOnwpVObSNj9WErSlNpQV69ntOtQjcDm3a88118Z1KZ/s1600/ite.png" />
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Each iteration cycle in game design encompasses a series of well-defined stages: prototyping, playtesting, analysis, and iteration. The initial stage involves the creation of a playable prototype, a rudimentary representation of the game's core mechanics and features. This prototype then undergoes playtesting, where players interact with it and provide feedback on its strengths and weaknesses.
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The gathered feedback is meticulously analyzed by the development team to identify areas for improvement. This analysis focuses on aspects like gameplay mechanics, user experience, and overall enjoyment. Based on the analysis, the team then embarks on the iteration stage, where they implement modifications and enhancements to the game based on the collected feedback. This cycle of prototyping, playtesting, analysis, and iteration continues iteratively until the desired level of quality and player satisfaction is achieved.
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The iterative nature of game design allows for continuous refinement, enabling developers to adapt and improve their game based on real-world player experience. This approach fosters a dynamic development process, ultimately leading to a more polished and engaging final product.
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#GoGamers
</b></span>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-90937469273604962802024-02-05T00:45:00.001-03:002024-02-05T00:45:09.433-03:00Meta-gaming: transcending the rules in competitive gamesIn competitive gaming, the concept of "meta-gaming" transcends the basic rules and mechanics of the game itself. It involves understanding and manipulating factors external to the game to gain an advantage or create a deeper gaming experience.
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<img alt="" border="0" data-original-height="300" data-original-width="570" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqNd3pX8_X7nrhwOR71rKgoYo7v0pav96pT41FXrvdzEx94v2S5nCNaBnvYQ9ag0TWXHN3onwlJgGtUKiWq11gOLfpzv8yYWpj3mEf0EEqHxd1B9jmUjPk9DPJcBbzUy7G5FPWXshUPS_moRnY3AoTcaLF16e7dwltCvOxFk_H_tqTmZY7kZlIkK3D51Bd/s1600/gears.png" />
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For avid gamers, the term "meta-gaming" is likely familiar. This post delves into the concept of meta-gaming in the context of competitive gaming, defining it as a layer of gameplay that exists beyond the game's core rules and mechanics. Meta-gaming involves understanding and manipulating external factors to enhance the gaming experience or gain an advantage over opponents. League of Legends, Counterstrike, Call of Duty, Marvel Snap, Magic: the Gathering, Pokémon Card Game, Hearthstone, and many other competitive games serve as excellent examples we can use to understand the factors that shape a metagame.
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Let’s check some examples of meta-gaming:
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• Data analysis:</b> players can leverage statistics related to characters, maps, strategies, and other game elements to identify the most effective approaches.
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• Community engagement:</b> players can engage in online communities to discuss strategies, share information, and coordinate actions, fostering a collaborative and social gaming experience.
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• Psychological warfare: </b>players can employ techniques such as bluffing, intimidation, or manipulation to influence their opponents' behavior, adding a layer of psychological complexity to the game.
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• Cultural creation:</b> players can contribute to the game's cultural landscape by creating memes, stories, and other creative content, expanding the game's universe, and enriching the overall experience.
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The meta-game represents a complex and dynamic layer that can enrich the gaming experience in various ways. By understanding and exploring the meta-game, players can enhance their skills, creativity, and engagement with their favorite games. Furthermore, meta-gaming can foster collaboration and social interaction among players, transforming the competitive landscape into a vibrant and dynamic community.
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#GoGamers</b></span>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-14731305322884873892024-01-23T00:52:00.001-03:002024-01-23T00:52:09.125-03:00Game Mechanics & Game Dynamics
The difference between <b>game mechanics</b> and <b>game dynamics</b> might seem like a subtle trick, but itis all about the engine driving the experience. Think of mechanics as the gears and pistons; they are the tangible elements and rules players directly interact with, setting the game in motion. Dynamics, on the other hand, are the invisible forces powering the emotional journey – the <i>why</i> behind the <i>how</i>.<br /><br />
<img alt="" border="0" data-original-height="300" data-original-width="570" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8rcsQqKHpfJ53k9uOHyLLoHSw9NPxeNMtN_HuSu8lP1l7Z4r-2YO6GYQ3NTXjZ-iDcU2ms3HEIbPKryjS0O-_4EM0BdleLyoqtKe_Yd8fY9DA8cJatxtoIy-P2Y8oPuGUS5_fWcWF34GydVUOtWqRtqF5A1lxwZ4X0javbm9TvSoHC5V9nb5fziaaAeCM/s1600/mech.png" />
<br /><br />To clarify, let's delve into some examples of mechanics:
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• Puzzle and enigma:</b> games like <i>Gorogoa</i>, <i>Chants of Sennaar</i>, <i>The Witness</i>, <i>The Pedestrian</i>, and <i>The Last Campfire</i> showcase how intricate puzzles mechanics weave compelling narratives and test our deductive prowess.<br /><b>
• Shooting: </b>from the extreme need of aim of <i>Call of Duty</i> to the intimate battles in <i>Last of Us</i> or the retro thrills of <i>Blazing Chrome</i>, different shooter types offer distinct challenges for trigger-happy players who like to hit targets with precision.<br /><b>
• Jump and dexterity:</b> <i>Super Meat Boy</i>, <i>Celeste</i>, <i>Dandara</i> – these classics prove that mastering precise jumps and fluid movements can be its own reward, testing our reflexes and spatial awareness.
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Remember, a game isn't confined to a single mechanic. Just like <i>Super Mario Bros.</i> (the classic one from NES) mixes jumping with power-ups and fire blasts, game designers can blend genres and gameplay styles to create unique experiences.
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Now, let's explore the dynamic forces these mechanics - potentially - unleash:
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• Competitive spirit: </b>whether striving for personal bests or outsmarting rivals, the thrill of competition ignites passion and fuels perseverance.<br /><b>
• Collaborative camaraderie</b>: Working together to overcome challenges, solve puzzles, or achieve shared goals fosters teamwork and strengthens bonds in cooperative games.<br /><b>
• Progression's ladder:</b> Witnessing our skills improve, levels conquer, and stories unfold fuels a sense of accomplishment and keeps us invested in the journey.<br /><b>
• Immersion's embrace:</b> When environments come alive, narratives captivate, and characters feel real, a game transcends into a world we're completely absorbed in.<br /><br />Let's take as an example the classic Super Mario Bros. mentioned before. Jumping on goombas (the small enemy mushrooms) and use the "fire flower" power-up to shot are mechanics, the tools you wield. But the triumphant rush of reaching the flagpole or the gut-wrenching frustration of falling into a pit – those are dynamics, the emotional echoes of your play.
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In a nutshell, mechanics are the instruments, and dynamics are the symphony (wow, that sounded beautiful 😀). A good game strikes a harmonious balance between the two, offering players not just challenges to overcome but captivating experiences to cherish.
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Remember, this is just the tip of the iceberg. A single mechanic can spark a spectrum of emotions, different players interpret dynamics uniquely, and mastering the art of balancing these elements is what separates good games from truly unforgettable ones.
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So, the next time you delve into a captivating game, take a moment to appreciate the intricate interplay of mechanics and dynamics – the invisible engine driving the magic behind your controller.
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#GoGamers
</span></b>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-66665776605696393422024-01-15T20:01:00.001-03:002024-01-15T20:01:07.305-03:0050 years of videogame revenue in one image<p> An excellent synthesis for this huge market. Happy 2024! Click to enlarge:</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjceUbcuRQ-3VyCDIjEUgjgYtiaXcH_c1dNXjrdCISpVETwq8kceGYC38EiSqDUTzNQAnqqoYP7fsO39gves7p5X0ZSheG5Ipf7W5fnm_qQkX6fThf34dYd2qg2UMg-XTXHkPtw0VIbt8G68cEXw8JJnJlVW87pK6APrqYwksFKHDcm6fdCw-Bmeh5Yp-Dq/s1750/GC20RLNXQAApuGM.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1150" data-original-width="1750" height="263" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjceUbcuRQ-3VyCDIjEUgjgYtiaXcH_c1dNXjrdCISpVETwq8kceGYC38EiSqDUTzNQAnqqoYP7fsO39gves7p5X0ZSheG5Ipf7W5fnm_qQkX6fThf34dYd2qg2UMg-XTXHkPtw0VIbt8G68cEXw8JJnJlVW87pK6APrqYwksFKHDcm6fdCw-Bmeh5Yp-Dq/w400-h263/GC20RLNXQAApuGM.jpg" width="400" /></a></div><p><span style="color: #990000; font-size: x-large;"><b>#GoGamers</b></span></p>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-30562927105221955202023-12-01T13:26:00.001-03:002023-12-01T13:26:41.153-03:00Top ten games played in 2023It's December. Time to stop, check the games played and start to write a "top 10 list". 😎
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This year was insane. Too much work, gaming projects, trips abroad to discuss new projects; well, an epic year!
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In the middle of all this working stuff, I (obviously) found time to discover 21 new games (and counting). In this post, as usual, I created a list with the best titles I played this year - it's not so interesting as <a href="https://thegameawards.com/" target="_blank">The Game Awards</a> but I hope you like my suggestions. Important note: I didn't make a ranking from 1 to 10, but I must confess that one game touched my heart this year and was the best one I played: <a href="https://store.steampowered.com/app/1931770/Chants_of_Sennaar/" target="_blank">CHANTS OF SENNAAR</a> - for the creativity, the ingenious mechanics, and for the awesome visual <br /><br />
So, let's go to the list:
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HAVE A NICE DEATH
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/FDFeFmkdUy0?si=06kkdgd_gk1SSK-B" title="YouTube video player" width="570"></iframe>
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BLASPHEMOUS 2
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/82Ea8xljfqc?si=paJgE-mrCK7Vk2QS" title="YouTube video player" width="570"></iframe>
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COCOON
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/XHfzY-nIQxw?si=MhX1UJv3tprWsJcR" title="YouTube video player" width="570"></iframe>
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PATRICK'S PARABOX
</b><br /><br />
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/kDy6PMIz0Pg?si=_PgY-YsGsy9GHYqS" title="YouTube video player" width="570"></iframe>
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CHANTS OF SENNAAR
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/2zNOrRY7HgY?si=Jse4WUbs9YPWdg_7" title="YouTube video player" width="570"></iframe>
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DREDGE
</b><br /><br />
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/s3ws82dj_fA?si=JGosZGqauDUPcdN2" title="YouTube video player" width="570"></iframe>
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DAVE THE DIVER
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/p85VHMpE0to?si=k7uD4ulgODf9B8_d" title="YouTube video player" width="570"></iframe>
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SATURNALIA
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/UCMJHmkQ-_o?si=HOZVdmr2BUxvwmSt" title="YouTube video player" width="570"></iframe>
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MORTUARY ASSISTANT
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/dc3Zn6KXito?si=ZeTMto8kEmj6RFvn" title="YouTube video player" width="570"></iframe>
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VAMPIRE SURVIVORS
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/GFeHlz31KRk?si=bNX2B3XEkPfy-SUS" title="YouTube video player" width="570"></iframe>
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#GoGamers
</b></span>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-92165256103458123222023-11-10T16:43:00.007-03:002023-11-10T16:43:46.382-03:00Games & digital goodsSeveral contemporary games monetize their structures by selling virtual items commonly referred to as digital goods. For this post's purposes, we will use the card variants in the Marvel Snap game as an example of digital goods. These "variants" are virtual cards that do not alter the game mechanics in any way, functioning as symbolic goods within the context of the game.
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In a late 1990s definition, Shapiro, Shapiro, and Varian (1998, p.148) point out that digital goods are products that can be electronically distributed over the internet, such as softwares, images, and news. Adding to this definition, Castells (2010, p.59) teaches that the term refers to non-material goods that exist only in digital format; in other words, they are intangible goods that exist in the form of digital data or information and are characterized by being digitally distributed, accessed, and replicated – common formats of goods in this category today include digital music, e-books, video games, movies, and even the aforementioned digital variant cards in the Marvel Snap game.
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In this context, it is crucial to emphasize that digital goods can be stored on electronic devices and replicated infinitely without a loss of quality (CASTELLS, 2010, p.59). Starting from this principle, the Marvel Snap game cards fall under the definition of the digital goods we are discussing here. The process of creating such a good within the game involves an illustration created by an artist; this drawing is adapted to be added to the game's virtual store as a "variant" and can be acquired by a player using in-game gold bars (the game's currency). The card file is created once and can potentially be distributed to an unlimited number of smartphones and computers with the game installed, without loss of quality.
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<img alt="" border="0" data-original-height="300" data-original-width="570" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg41glN3eDNT9w0TDRzyKFm4Kx5N088wykeinGf1wnxPKnNF36_EolVQGIwhn-7bx_xIxzXaPBP6dNX4iP6oDpQYmSyqY8hMt-Xm65CnXYKeQLnL3MB8QCwgymNUU9soGiFWdYE4FG9_A8KJTAsbJy3uh9lvD9y3NWc5MJiHDiPy5vw3Nu4KRAK8d_HB6ZY/s1600/snap001.png" />
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A legitimate question regarding the purchase of a digital good – in this case, a virtual card – is whether the Marvel Snap player is acquiring a product. To answer this question, we turn to Sassatelli (2010, p.193) for our discussion; this author highlights that the consumption dynamics prevalent in contemporary society generate a multitude of consumers who buy, use, store, maintain, manage, and fantasize about goods, even though one may question to what extent they truly conceive of themselves as consumers while performing these various activities in their daily lives. In this sense, we consume products, but we also consume content, ideas, symbolism, and, in the case of our subject of study, digital goods.
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In other words, consumption is understood here as something much larger than the act of acquiring a physical good. It is a process that triggers social belonging and inserts individuals into specific social circles filled with multiple meanings. Consumption is a process of identity definition in different cultures. When acquiring a variant card, even if it is entirely digital, the player is engaging in a process of belonging and building an identity within the community formed by others interested in the game – after all, all consumption is cultural and involves meaning, sensations, and social experiences.
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<hr />
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<span style="font-size: x-small;"><b><u>References</u></b>:
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CASTELLS, Manuel. <b>The rise of the network society: the information age - economy, society, and culture.</b> New Jersey: Wiley-Blackwell, 2009
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SASSATELLI, Roberta. <b>Consumer culture: history, theory and politics.</b> London: Sage, 2010.
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SHAPIRO, Carl; SHAPIRO, Carol; VARIAN, Hal. <b>Information Rules: A Strategic Guide to the Network Economy.</b> Boston: Harvard Business School Press, 1998.
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#GoGamers
</b></span>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-80190226105410702832023-10-07T19:17:00.001-03:002023-10-07T19:17:08.797-03:00A diagram to think about gamificationRajat Paharia, in his book "Loyalty 3.0," defines gamification as the use of game design elements, game mechanics, and behavioral science to create engaging and enjoyable experiences for non-game contexts. In essence, gamification involves applying principles commonly found in games to non-game situations, such as marketing, employee engagement, education, and more, in order to motivate people and drive desired behaviors. Paharia emphasizes that gamification is not limited to traditional video games but is a versatile approach that leverages the inherent human desire for competition, achievement, and reward to encourage participation and loyalty in various activities and industries.
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In the diagram below, we can see some important clues to start a gamification project:
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<img alt="" border="0" data-original-height="300" data-original-width="570" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3HBXZFI6Uyyg__nA1JznW0V0YzPNha3nv0cxG7se92J9T8BYjTLC6bFwyXKg0QZnA8RhrbahNSqKAg5aGmQgPP3GOqRLD97LGbBC8zH5Z8DKzjzY0NXWlJELjTTHdzeYlBfFeuaIyqTgM4a6t02Y895pIusEv-iHc5X2rYiO9gtbPatp734KgaX5Wb3YQ/s1600/gamify.png" />
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#GoGamers</b></span>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-88468208956172026932023-09-05T20:31:00.000-03:002023-09-05T20:31:00.643-03:00PHI: a print and play experienceIn the game design field, there is a very common practice known as "print and play". As the name suggests, it involves making printable files available online so that people can test your game or enjoy something created specifically for these purposes. In this post, I will introduce a print and play project that my friend Rodrigo Cotellessa and I are currently working on. The project is called <b>PHI</b>; it's an abstract game that I intend to showcase in my online game design portfolio. I will be sharing the prototype files and rules in this post (always click on the images to enlarge them). Once the game's final layout is complete, I will create a new post with the final content. By now, you can download the gaming board by clicking on the image below (it’s an A4 format for an easy black and white print).
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<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_G-oaCjzkYc9ZZc6R-pHHyr0bJvavjQuTWMqvK9IlqmFY4sF0klFi7DRaEBM8lstgS6pVQE_7OmKegCEH5QvfXbIytvv_8J96pnRj0ZbnAb4lkgY-mE2zLEEAZHBXis_zKuk-J5uAhtPDl23ZfDR0y8DBZPE6kDw-CWWrbBImE13mSd4-6v0emzN5BEZT/s1754/phi_board.png" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="1240" data-original-width="1754" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_G-oaCjzkYc9ZZc6R-pHHyr0bJvavjQuTWMqvK9IlqmFY4sF0klFi7DRaEBM8lstgS6pVQE_7OmKegCEH5QvfXbIytvv_8J96pnRj0ZbnAb4lkgY-mE2zLEEAZHBXis_zKuk-J5uAhtPDl23ZfDR0y8DBZPE6kDw-CWWrbBImE13mSd4-6v0emzN5BEZT/s320/phi_board.png" width="320" /></a></div>
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Let's talk a little bit about the rules and the creative process.
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1.Every game draws inspiration from a place.
</b><br /><br />
The PHI number originates from the Fibonacci series, a sequence in which the sum of
consecutive terms equals the next term:<br />
2 + 3 = 5<br />
3 + 5 = 8<br />
5 + 8 = 13<br />
8 + 13 = 21<br />
And so on, to infinity.<br /><br />
However, the PHI number rises from the division of adjacent numbers in this sequence that
gradually approach the number 1.618:<br />
3 ÷ 2 = 1.5<br />
5 ÷ 3 = 1.666<br />
8 ÷ 5 = 1.6<br />
13 ÷ 8 = 1.625<br /><br />
The PHI number appears in architecture, nature, geometric design, and many other areas. It is
also present in this game. The inspiration and foundation for the mechanics of the <b>PHI</b> game
stem from the PHI number.<br /><br /><b>
PHI</b> is a solo abstract game - a themeless game that you play against the board. It's a print and
play game created by friends who are passionate about games.
<b>Let’s check the rules!
</b><br /><br /><b>
2.Setup</b><br /><br />Print the board file available above. Prepare 20 tokens of one color (which will represent your
tokens), and 13 tokens of a different color (representing the board pieces). Additionally, you
will require five standard D6 dice.
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<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1E8-UnTsdjsdpBquGyCKmVBhg69C0rfMR0SbjsnMyIrVQmIsifNs-UMKs0AAIRSeQIYrwqh2GcD5X4XVnE3hL3FdXvULW9ZjODfijPo4M1WtqQNQ02NlX8ZD3JkbBJPdt2BwzBDVMFIAjhZYazSfopmOhDWaV3Q1LDtuiZywi7ZZ4imWBI_Jm_PtvJiyZ/s1920/phi_001.png" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="1011" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1E8-UnTsdjsdpBquGyCKmVBhg69C0rfMR0SbjsnMyIrVQmIsifNs-UMKs0AAIRSeQIYrwqh2GcD5X4XVnE3hL3FdXvULW9ZjODfijPo4M1WtqQNQ02NlX8ZD3JkbBJPdt2BwzBDVMFIAjhZYazSfopmOhDWaV3Q1LDtuiZywi7ZZ4imWBI_Jm_PtvJiyZ/s320/phi_001.png" width="320" /></a></div>
<br /><b>
3.Playing</b><br /><br />
Each round, you must roll the five dice and set aside—at a minimum—one die to create
divisions as described on the board. If you roll a 5÷3 combination, place one token on your
side; for 8÷5, place two tokens on your side; and if you roll 13÷8, you'll add four tokens. Any
unused dice are placed on the side of the board.
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<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzLthXNv4z00Asky6pC0Rdh1l_HfePLW9OPggmKHmNyn2U98LstXm7CuX_cSodAURhFK76nSCNqoyjAkzStrv9cfAnKKV4YIvkWrqdzV0AJYEreDZ8jfYucjAv6GyApNHYjB-rowKPuT4MWcXFucQLBexQjIkaXHRAe2UnjO769w83o2cxtxfSij2eyUhq/s1920/phi_002.png" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="1011" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzLthXNv4z00Asky6pC0Rdh1l_HfePLW9OPggmKHmNyn2U98LstXm7CuX_cSodAURhFK76nSCNqoyjAkzStrv9cfAnKKV4YIvkWrqdzV0AJYEreDZ8jfYucjAv6GyApNHYjB-rowKPuT4MWcXFucQLBexQjIkaXHRAe2UnjO769w83o2cxtxfSij2eyUhq/s320/phi_002.png" width="320" /></a></div>
Let's consider an example - the rolled dice gave the following result:<br />
<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQFcapYCggFuLgZ-YOUUFzlxerog2y8DEwVuHuGNTMCJorJx51oK0x_mxx_w1JusfFUY2dRRBnuiebPBeRSl6vmvcY2HosMcyv6K-zgBDAWikKwhq_bxiW_Es5gHtFjO4Bj4gvbFzhGWL5hdevh1Jiv3aVV1SkxEenm6ysLiN_ZKnfFG-JrsoQe5xUU9Kv/s1920/phi_003.png" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="1011" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQFcapYCggFuLgZ-YOUUFzlxerog2y8DEwVuHuGNTMCJorJx51oK0x_mxx_w1JusfFUY2dRRBnuiebPBeRSl6vmvcY2HosMcyv6K-zgBDAWikKwhq_bxiW_Es5gHtFjO4Bj4gvbFzhGWL5hdevh1Jiv3aVV1SkxEenm6ysLiN_ZKnfFG-JrsoQe5xUU9Kv/s320/phi_003.png" width="320" /></a></div>The dice separated in this round were 5, 3 and 3:<br />
<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWLqktX3yXWYNFeTSZ9GkIdgmC8ayunG3Yz4NB2-Z7ik7J2wfSnJ7A8sGOlvxcHD25y6c9LdcUNaZaRan-XdT6kB7X42iuvwOhZnrgjtoIhA_b4EjDC-h5K5OXZ0tIyHxqWP3I7zEv2sDy_kYXWVaPtLYg2G8ncN8FKbYEEPVIyziNHdC93QtDJ_LUP6qZ/s1920/phi_004.png" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="1011" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWLqktX3yXWYNFeTSZ9GkIdgmC8ayunG3Yz4NB2-Z7ik7J2wfSnJ7A8sGOlvxcHD25y6c9LdcUNaZaRan-XdT6kB7X42iuvwOhZnrgjtoIhA_b4EjDC-h5K5OXZ0tIyHxqWP3I7zEv2sDy_kYXWVaPtLYg2G8ncN8FKbYEEPVIyziNHdC93QtDJ_LUP6qZ/s320/phi_004.png" width="320" /></a></div>The remaining two are rerolled:<br />
<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZRwUiK-aHkJk8BJ2GiYRWx868w_qpv46-_7MyZCJjZBsu2basnhXpuseDlcnWXckOHORteCCp_M3tNhZzAwvBMXuby7B7D0aooQ0cuc94IlAi20qjAWlqP-FSeQbZa3i1oAtISOtT5_n2tHe7hLa-rmkJigAwZPBI4c54S3CRWY858rBiOk1z6JZZFlQr/s1920/phi_005.png" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="1011" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZRwUiK-aHkJk8BJ2GiYRWx868w_qpv46-_7MyZCJjZBsu2basnhXpuseDlcnWXckOHORteCCp_M3tNhZzAwvBMXuby7B7D0aooQ0cuc94IlAi20qjAWlqP-FSeQbZa3i1oAtISOtT5_n2tHe7hLa-rmkJigAwZPBI4c54S3CRWY858rBiOk1z6JZZFlQr/s320/phi_005.png" width="320" /></a></div>The die with 5 is set aside, and another one is rolled for the final time:<br />
<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6yyF9JJKnfx9t4-nSIW4rrTTOkmIMGWUq_C3Bia2rRMsQKe6T5970-aEHxI1Lr_shwZYCpi75fm9Iv_vbP1VDNmwYWPOAsJ3XSU6AF7eMTv-ZPi5-mBtD39D5u0hvzepyePPDdyBavzeqjsRUsW5DGtjh2JIFGJg85GIizxQU4JnUodxtxjNFk6eZ53UF/s1920/phi_006.png" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="1011" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6yyF9JJKnfx9t4-nSIW4rrTTOkmIMGWUq_C3Bia2rRMsQKe6T5970-aEHxI1Lr_shwZYCpi75fm9Iv_vbP1VDNmwYWPOAsJ3XSU6AF7eMTv-ZPi5-mBtD39D5u0hvzepyePPDdyBavzeqjsRUsW5DGtjh2JIFGJg85GIizxQU4JnUodxtxjNFk6eZ53UF/s320/phi_006.png" width="320" /></a></div>Here are the generated results, and now it's time to assemble the combinations.<br /><div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2hugTCQSMjUWSMAAR0GoPzDgKsn-_W3BWbTGUJmCAbtxR4ULGUAiJKQMfgHjbfBQ0r_FVmMFuSGLqqJ5gaJdToeyGBGg5fgJFO84Ly7AUfBPfRJCVGd-rWe_3ToK07vqzTGr_riRVK6kHSaSZOurNE4CYPbFmR22WzmBDhdwNgeYjR77-IA_WBIYkd_Iz/s1920/phi_007.png" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="1011" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2hugTCQSMjUWSMAAR0GoPzDgKsn-_W3BWbTGUJmCAbtxR4ULGUAiJKQMfgHjbfBQ0r_FVmMFuSGLqqJ5gaJdToeyGBGg5fgJFO84Ly7AUfBPfRJCVGd-rWe_3ToK07vqzTGr_riRVK6kHSaSZOurNE4CYPbFmR22WzmBDhdwNgeYjR77-IA_WBIYkd_Iz/s320/phi_007.png" width="320" /></a></div>The optimal scenario is an 8÷5, which enables you to place two tokens on the board. However, two opposing pieces will also be placed (due to the two unused dice).<br />
<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwlwKgxLnK3upGf9U-HF8F9Tegw8CpXXM_4SV86_V9jaSESAkQWH9bLEuhPvg7sah-ywFGvkAxfzC9j1mVfMTbpI5dRXcDvxhRSMErWZk7rsmRwkhgIaQq6dBGHJzoKlMXIYnQ-6bdqThY2zWpXGIsNLgu_MEp76vTh2Sz1MJ7PGyZ0tltUS-90lGopNOX/s1920/phi_008.png" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="1011" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwlwKgxLnK3upGf9U-HF8F9Tegw8CpXXM_4SV86_V9jaSESAkQWH9bLEuhPvg7sah-ywFGvkAxfzC9j1mVfMTbpI5dRXcDvxhRSMErWZk7rsmRwkhgIaQq6dBGHJzoKlMXIYnQ-6bdqThY2zWpXGIsNLgu_MEp76vTh2Sz1MJ7PGyZ0tltUS-90lGopNOX/s320/phi_008.png" width="320" /></a></div>
Time for a new round! If the opponent's pieces enter the board before yours, the board wins. The goal is
to place all your pieces first. To add a challenge, aim to have the fewest possible opponent
pieces entering the board. The fewer, the more epic your victory!
<br /><br /><b><span style="color: #666666; font-size: x-large;">
#GoGamers
</span></b>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-77185484400304379262023-07-27T16:18:00.007-03:002023-07-27T16:18:44.670-03:00Coming soon: ARENA OF DREAMSSince last year, I've been working on an amazing project: the mobile game <b>ARENA OF DREAMS</b> by the company Fanatee. I worked with the narrative and UX writing part of the project.<br /><br />
<img alt="" border="0" data-original-height="300" data-original-width="570" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihHpdgHC0brLM8TEiNxBrpZTLXn9PAtwnREEj0vheyYvjpHUMyUJNPevYfx8vYskGIz8rbhFJYi1LMzbOb_i_ga34qHabn5PHJkKFTJSkLqIDoo2Q2y57iEyJJ9U94XzopaOwnUiy_hawadR9D1MSUjby3hTYUYQIG9ie4UuMr98KtJpxToDCEEC7AfEjs/s1600/arena01.png" />
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The game will have various modes, and in the following video, you can already check out a preview of the production. The release is scheduled for the end of this year!
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/lfR_5dqbyes" title="YouTube video player" width="570"></iframe>
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Check the official ARENA OF DREAMS' site by clicking <a href="http://arenaofdreamsgame.com/" target="_blank">here</a>.
<br /><br /><b><span style="color: #e69138; font-size: x-large;">
#GoGamers</span></b>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com1tag:blogger.com,1999:blog-3747606869267791669.post-40690827271276054322023-07-25T13:39:00.004-03:002023-07-25T13:39:14.131-03:00Four quality tests for gamesOnce your game prototype is ready, and you are about to start assessing your product, it is essential to keep in mind some processes that can help your team bring the idea to life. In this post, I have listed five of the most common tests employed in the world of games (which I personally use on mine).
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<img alt="" border="0" data-original-height="300" data-original-width="570" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9kZEFU_gMCUb71GS_9otHZgbZPzc-n8tY4TDWp9U00nuy6CTAllk_LuKj_pWlyq38Kr1f3IDqU6EQIipgdXCDG34as3id3KjCtTRFeO3_2Yr4wr_0udmeixM3XQXw1aEIiMbqUxp-q08gCvexa82g9ba8gWQPhQiG90WLiUEbDLfR5TWN_eEkXhUr5D9r/s1600/QT.png" />
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Functionality testing: </b>focuses on verifying if the game's features are operating correctly and as expected. This type of test is performed to identify potential issues, errors, or failures that may affect gameplay or the player's experience.
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Performance testing:</b> aims to assess the performance and stability of the game in terms of speed, smoothness, frames per second (FPS), resource loading, memory usage, and other aspects related to technical performance.
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Usability testing:</b> this topic evaluates various aspects of the game, including the clarity of game objectives, understanding of game mechanics, intuitiveness of controls, efficiency of interfaces, readability of texts and instructions, navigability of menus, and the player's ability to complete specific tasks easily and unmistakably.
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Compatibility testing:</b> ensures the game is compatible and functions correctly on different platforms, devices, and hardware and software configurations.
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Localization and translation testing: involves checking and validating the quality of translations, cultural adaptations, and localization of a game for different languages and regions.
<br /><br /><span style="color: #6aa84f; font-size: x-large;"><b>
#GoGamers
</b></span>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-72306677646892618622023-07-13T15:10:00.006-03:002023-07-13T15:10:56.994-03:00DEATH RACE: one of the first canceled games in history.A hit and run game where you drive a car and run over people depicting cannibalistic zombies and sometimes gremlins. Basically, this is the earliest known controversial and violent video games.
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/aBBtt72aJLA" title="YouTube video player" width="570"></iframe>
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Thanks Raul Tabajara for the hint!
<br /><br /><b><span style="font-size: x-large;">
#GoGamers</span></b>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-74502724466561814792023-06-01T11:25:00.000-03:002023-06-01T11:25:22.279-03:00Core gameplayIf you are studying games or are an enthusiast of the area, you have probably already heard or read about core gameplay. It is an essential gaming concept for any kind of game, be it analog or digital. Core gameplay refers to the central mechanic idea of the game. It's the set of mechanics that, if removed, would cease the existence of the game.
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<img alt="" border="0" data-original-height="300" data-original-width="570" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzHyzdmMOR1Ap-VL7BKRPUxAeJy-Cj5WXOiOlaCCC9iohMtF7Is1XJ2yTbNAmGfvB59oOFFSevLdPSDl7-xxzk3f5pd33aBDuhusO7UYVjHChS0FP5Sw3l6LoTiTYouLBTQpgrooBvXk7ZlsLiI7BLtlmMtl7zusDPAYVjN_KzN1k3IIG1r--AlHUxmw/s1600/core.png" />
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Sometimes it can be very difficult to identify the core gameplay amidst the complexity of a gaming system. In the card game <b>Magic: The Gathering</b>, for instance, there are numerous possibilities that arise from combining multiple effects from cards that have been released since 1993. Each new card collection adds new mechanics to the game. However, the core gameplay has remained the same since the beginning: you start the game with 7 cards in your hand, play a "land" card of a specific color, "tap" the card to generate a type of "mana," and use that mana to cast various effect cards such as creatures, spells, enchantments, etc., with the goal of reducing your opponent's life from 20 to 0.
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To better understand the subject, check the example below: 1) Player 1 starts the game with seven cards in his hand, he has a mountain (a red energy card) in their hand and puts it on the table; 2) He taps the card to indicate that it has been used and this action generates one mana at that moment; 3) He plays a "Lightning Bolt" card that costs one red mana and has the following effect: "Lightning Bolt deals 3 damage to target creature or player". In the end, Player 1 chooses Player 2 as the target and deals 3 points of damage (Player 2 now has 17 life points).
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<img alt="" border="0" data-original-height="570" data-original-width="570" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEio2cXi72NhMZftqbsJVG42xv84i0qwzbtGpqapasCpKfqmA-rJGpCcSGhU3Ze_4eZAABKo8dGz-Kbr1QhsU-_taf6Wz4ADnPgLCjjDe-A70PpB6yv61RYYHbwEnlKTiZP5WsdXb6OFE6VKBT2iEG-bh9oz8HZJvvIXc1mmnpEHoWznj3CGW2EsZppZvg/s1600/magic.png" />
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There are more subtleties to the system, but, essentially, this is one of many ways to describe the game's core gameplay.
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An important exercise to always practice is analyzing a game that you really enjoy, trying to identify the main components that make the system function and, of course, make it enjoyable for multiple playthroughs.
<br /><br /><b><span style="color: #666666; font-size: x-large;">
#GoGamers</span></b>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-18246468346406533572023-05-01T05:42:00.001-03:002023-05-01T05:42:24.368-03:00This week I will be giving a lecture in Sarajevo!One more epic win! This week I'll travel to Bosnia and Herzegovina; more specifically to Sarajevo city to give a lecture at <a href="https://ssst.edu.ba/" target="_blank"><b>SSST</b></a> (Sarajevo School of Science and Technology). I'll talk about the Brazilian gaming scenario and the opportunities to create boardgames and videogames in this ecosystem.
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Try to read the title in Bosnian language!
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<img alt="" border="0" data-original-height="1013" data-original-width="570" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQnGZ1dWjJtndflqW4zg5bs2DPvdgVu1DnGIeTD6sM3cdhzyDw3fZZdGqbFBQLkNLgcHWWMxvPD2GQSO6k_G32bOyQpwQqQJEFeRlTwFp1R9tuUubWKytQdIl9Gjp4e-bPj5LNgvZyCTauAct3k3OihYw8tD89EjeOsb0zS-8DKw-cbrlyPVmaJaSyYg/s1600/post.png" />
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I'll share the content as soon as possible here. Keep visiting my site!
<br /><br /><span style="color: #cccccc; font-size: x-large;"><b>
#GoBosnianGamers</b></span>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-44290498036147343182023-04-03T13:21:00.003-03:002023-04-03T13:21:49.331-03:00Defining "experience"In many posts on this site, I deal with the subject "user experience" in games. However, I have said little about the term "experience" <i>per se</i>. And I believe that a brief discussion about this topic is essential to expand possibilities in the gaming field.
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<img alt="" border="0" data-original-height="300" data-original-width="570" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2ZNfQ8iDfhYHtlI0pDzN85d2y2mgvouuuaYsRL-spWm206CXSWWlZeHC7ndDmzb7X6q__P92EgL0q_ZM86Jo-p6G3FaKQAdqjHvmwjTzf13pzdTYxt6BQoQ-aVapX6JtJaNjhXvPGw4VHcRRQU6Vk54a9o_0I_Pf9qEnb1eUEpAaUxNQLPaKYxL39mw/s1600/post.png" />
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Different words, terms, expressions, and ideas are so common in our daily lives that we rarely stop to pay attention to their meanings; “experience” is one of them. Much because we live in a world in which this word is used in excess, we end up not paying attention to what it means. Today, we talk about "gastronomic experiences", "entertainment experiences", "educational experiences" etc. We can find "experience" everywhere.
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However, if we have a dictionary in hand, we will find that the word “experience” is related to two great fields: the scientific and the philosophical. In the scientific field, “experience” is a term directly correlated with an experiment to prove a hypothesis. We have – for example – experiments in laboratories to scientifically prove something that arose from an empirical hypothesis. In this sense, “experience” derives from the Latin “<i>experientia</i>”, which is the action and effect of experimenting with the aim of discovering or proving certain phenomena.
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But the word “experience” analyzed under a philosophical bias has a slightly different meaning. This meaning defined by the Oxford dictionary says, “any knowledge obtained through the senses”. In the game design field, we discuss both definitions, as they are good points for us (game designers) to architect memorable experiences for game users through experiments with prototypes, wireframes, beta versions and so on.
<br /><br /><b><span style="font-size: x-large;">
#GoGamers</span></b>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-54248674694306781402023-02-23T15:46:00.000-03:002023-02-23T15:46:16.179-03:00Understanding "game mechanic" and "gameplay" in a fascinating image<img alt="" border="0" data-original-height="3164" data-original-width="570" height="2544" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgY5uaypccgZNp67YPJV0Q5lnY32F43Lgmg3QFB_iiQOmnUf3cR-vgGTF01w6MntriTir49HAz4QTy_-jAlk5gc5SXhe4fX2YFuMpq9_FDwQ7IQGapNsNZ8W8LOzPQ4AF8PrGnWxRiuMJ8GqXmzb5ExSLMSq8Xfph-saefe2HttPbDCetRJLt3IG8Brqw/w458-h2544/graph.png" width="570" />
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#GoGamers</span></b>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-26526478415901140762023-02-22T12:25:00.001-03:002023-02-22T12:25:39.687-03:00PINBALL: THE MAN WHO SAVED THE GAME - Official Trailer
Looking forward to this movie!
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/kUSHiHmOdvE" title="YouTube video player" width="570"></iframe>
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#GoGamers</span></b>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-24528498028866086412023-02-13T14:17:00.002-03:002023-02-13T14:17:09.650-03:00The joy of making combos in gamesIt’s a fact: one of the most pleasurable feelings one can experience playing games is to combine cards, movements, powers, equipment, making a perfect combo (whether in board/card games or digital ones).
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<img alt="" border="0" data-original-height="300" data-original-width="570" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGX3TKZx3t3lUovadxtnE_BXFSpy3ukosLHGErrw7yrVu5A1k1gaNoHWup_KrIdSUVd4Cyd7FRKgx_s52RTi0n_WO-WQdFmriE-MYaAcp-wj9wk-k1DomHScucPwD6lwxXHzzmSuc97aph5rPWmpg9ZpSoTn3Zbiu9v_RVd5VcV1iiJ4Pu2R0d9FdA2A/s1600/postw.png"/>
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When you can make a combination (or combo) using the right elements to win the game, or just to earn many points on a single turn, you will probably have the feeling McGonigal discusses in her book "The reality is broken" (2011): a <i>fiero</i> feeling. According to the author, <i>fiero</i> is what we feel after we triumph over adversity. You know it when you feel it – and when you see it. That’s because most of us express <i>fiero</i> in the exact same way: we throw our arms over our heads and yell.
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Combos are one of the biggest actions that can cause <i>fiero</i> in a player. I myself have experienced this incredible feeling throughout my "ludic life". I have vivid memories of perfect rolls in a D20 in Dungeons & Dragons RPG, great sequences of cards in Magic: The Gathering, the right pressing commands in Mortal Kombat, and many other games.
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Recently, I've been experiencing this <i>fiero</i> sensation a lot with the MARVEL SNAP game. Marvel's digital card game won the prize of mobile game of the year in 2022 and it's a good example of this discussion. The game is very fast, with 3 minute matches that use only twelve cards. You must study the best synergy for your deck and play trying to find the best way to reach good combos and destroy the opponent's strategy. In the video below I'm sharing two matches against two different players using a combination of She-Hulk, Absorbing Man and Moongirl cards to multiply the cards' effectiveness.
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/2ordTMeTEp8" title="YouTube video player" width="570"></iframe>
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And you? In what kind of game do you experience the feeling of fiero? What kind of combo makes you happy?<div><br /></div><div><b><span style="color: #999999; font-size: x-large;">#GoGamers </span></b><br /><br />
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<b><u>Reference</u></b>:
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McGONIGAL, Jane. <b>The reality is broken</b>. London: The Penguin Press, 2011</div>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-31191093445389696282023-01-01T23:01:00.003-03:002023-01-01T23:02:29.880-03:00I wish a 2023 full of prototypes, wireframes, beta test sessions, and published games!In the video below, I'm sharing - in a time-lapsed video - my last prototypes and gaming wireframes:
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/xr8W347bg7w" title="YouTube video player" width="570"></iframe>
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#GoGamers</b></span>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-50697527838809445082022-12-31T16:08:00.003-03:002022-12-31T16:08:54.350-03:00The delicate relationship between user interface and user experienceThe interface (or user interface) is a space for the user experience to happen. Visually - paraphrasing UX designer Jennifer Aldritch (@jma245) we have a user/player on one side and a game (digital or analogue) with an interface on the other. When that user interacts with the interface, they have a user experience – which, of course, we will strive to make outstanding, good, memorable, and engaging.
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<img alt="" border="0" data-original-height="400" data-original-width="570" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2xVB8oTLrqXC25CGB37CR0JT4gsLVOYYiv5XdylkbKkc8sV7dnCddw_TB7Dq45frCwxRjINpOcoVy-3SGB-xzIgEI5bYPRdVOoFhVe_xaS0CdZiuY5lrjKZ6Y-v8hitJBL9ot3rbVTnBaDu87YFEAlRekQkp-Yk1qYgaOHFWuRD6jmn1oh8d1Jx0nIw/s1600/ux.png" />
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Perhaps, your game's interface will be radically different from what was initially imagined in <a href="https://gamingconceptz.blogspot.com/2016/09/the-importance-of-wireframes-in.html" target="_blank">sketches or wireframes</a>. The various iterations of a given project can reconfigure it into something entirely different. The important thing is that the dialogue process with your audience comes first.
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The game <b>Angry Birds</b>, for instance, is a blockbuster mainly because a large part of humanity knows how to use a slingshot and already has prior knowledge of how to use the touch feature on a screen – there is perfect communication with the public that seeks a fast casual experience.
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The character creation interface from <b>Elden Ring's</b> game may, perhaps, scare someone looking for a casual experience, but it is quite suitable for the audience that seeks to venture into Souls-like games.
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Knowing your audience to create a better experience, that's the mantra for thinking UX in games (or any other area).
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#GoGamers</b></span>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-63947054125866823052022-12-09T12:07:00.002-03:002022-12-09T12:07:13.568-03:00The man who’s designed over 700 board games: Meet Reiner KniziaWhen the master speaks, the disciples listen. =)
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/JzkQIszIN3M" title="YouTube video player" width="570"></iframe>
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#GoGamers</b></span>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-64703234082152121382022-12-01T00:07:00.000-03:002022-12-01T00:07:57.905-03:00My list of the top 10 videogames I played this year!Here it is! A small list full of epic games!
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1.Silt
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2.Source of Madness
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3.TMNT: Shredder’s Revenge
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4.A Short Hike
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5.Akane
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6.Cult of the Lamb
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/XlfGvPKPEiE" title="YouTube video player" width="570"></iframe>
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7.Moonscars
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/eSYal5lmPyA" title="YouTube video player" width="570"></iframe>
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8.Elden Ring
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/E3Huy2cdih0" title="YouTube video player" width="570"></iframe>
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9.Signalis
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/Na4KadSK770" title="YouTube video player" width="570"></iframe>
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10.Snap
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/GNuq6E3enZQ" title="YouTube video player" width="570"></iframe>
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#GoGamers</b></span>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-17467974782431306342022-11-02T17:30:00.006-03:002022-11-02T17:30:45.846-03:00ONE LAST GAME: to think games beyond pure entertainment<a href="https://www.alphabetagamer.com/one-last-game-game-jam-build-download/" target="_blank">ONE LAST GAME</a> is an intense 3 Minute game where you play a final game of checkers with a loved One.
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Created for the GMTK Game Jam 2020, in ONE LAST GAME you find yourself sitting down at a table in-front of a checkers board with an old and rather unhappy man sat across from you. You proceed to play checkers, but it soon becomes apparent why your companion is so unhappy – there’s a war going on outside. It only takes three minutes to play through One Last Game but it’s a powerful experience that will stay with you for a long time afterward.
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Check the full gameplay below:
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/RtZBtFJiJ80" title="YouTube video player" width="570"></iframe>
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This game is an experiment that can prove how powerful games can be to cast serious messages and some thinking about contemporary themes. ONE LAST GAME it is an excellent proof of how games can be media and convey content to broad audiences.
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#GoGamers</span></b>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-38125361880580811882022-10-02T23:44:00.000-03:002022-10-02T23:44:26.780-03:00Cascadia: a perfect balance between theme and abstraction in a boardgame<a href="https://www.flatout.games/cascadia" target="_blank">Cascadia</a> has just arrived in my collection last week. That’s the "family game" big winner in the last Spiel des Jahres (the well-known "Oscar" of board games).
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The board game is a puzzly tile-laying and token-drafting game featuring the habitats and wildlife of the Pacific Northwest. In the game, you take turns building out your own terrain area and populating it with wildlife. You start with three hexagonal habitat tiles (with the five types of habitats in the game), and on a turn you choose a new habitat tile that's paired with a wildlife token, then place that tile next to your other ones and place the wildlife token on an appropriate habitat. (Each tile depicts 1-3 types of wildlife from the five types in the game, and you can place at most one tile on a habitat.) Four tiles are on display, with each tile being paired at random with a wildlife token, so you must make the best of what's available — unless you have a nature token to spend so that you can pick your choice of each item.
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<img alt="" border="0" data-original-height="570" data-original-width="570" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTnp2GPsqu-rMzvhUVKifTc6OZWgoidd737mVqKnRaTdDr_QC0E52_iQ-qSFEWxZPCo-9H_Ql1GESq88weauf04fd6JrQrddRMvH1xNq-fjZfXdR8NKkk4c0REaoUnhhrG-gBZZI8SQXdeEyVNvUECxbhx9XOUjTpJ2iMoRtreoSbUFvr4_IBQEQBZlA/s1600/cascadia.png" />
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I usually say that if you deconstruct a board/card game till the core you will probably find an abstract idea made up with geometric shapes, numbers, patterns, colors, etc. Some of these analogic games use this abstract idea to give life to whole games, as we can see in GIPF Project titles, as an example. On the other hand, we have games created with specific themes, narratives, ambiences, etc. Games that put a thematic skin on abstract mechanics.
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Cascadia is a great example of how a game can establish a perfect balance between these two points. The abstract component (the core of the game´s mechanics) is easily visualized in the gaming score, in the tiles and how the colorful tokens match with them. But Randy Flynn, the game designer behind Cascadia, made an excellent thematic insertion in the abstract field of the game.
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Obviously, you can change the "nature" theme from the game and place "aliens", "ninjas”, or "zombies" in the same place, but the result in terms of gaming experience will not be the same. Why? Because Flynn looked to the abstract mechanics and abstract components and found a way to describe, very close to reality, the behavior of the animals and the ecosystem around them.
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Cascadia is an excellent example of how some themes connect perfectly with some mechanics. It is a practical example of the definition of "game design" proposed by Brathwaite and Schreiber (2009, p.2) who define the term as the process of creating goals that players feel motivated to achieve and rules that they follow. A process where they are making significant decisions to achieve purposes, all the time. In other words: game design is an experience architecture process; it is the materialization of an idea in the form of a game.
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#GoGamers
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<b>Reference:</b>
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BRATHWAITE, Brenda;SCHREIBER, Ian. <b>CHALLENGES FOR GAME DESIGNERS: non-digital exercises for video game designers.</b> USA: Cengage, 2009.
VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-4819861796378675072022-09-01T15:22:00.000-03:002022-09-01T15:22:12.912-03:00Source of Madness: elevating the roguelike experienceSource of Madness is a side-scrolling dark action roguelike game set in a twisted Lovecraftian inspired world, and powered by procedural generation and AI machine learning. Basically, each time you enter a run inside the gaming world, you will find a completely new scenario with new monsters, challenges, treasures, and achievements. Even the creatures are always changing in Source of Madness; if you play it a thousand times, you will probably find a thousand different types of enemies.
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<img alt="" border="0" data-original-height="300" data-original-width="570" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTttOt2m4FCBeeMPAvXvF3Pvc1agao_5xdUed2SLuiAge3aOhrizIf2ViuMAotMdVmFbsFEoV4cdek9nBlCG97F41L4WI7kNmkIb3TFlnY3an0W-pZUBu6hGeicEk6uMQh22iqUmTm9CuyZ59ijmT_aIRGRE2FIDGiQB9X_VjphnBJx3pWkwwjtLYaTA/s1600/source.png" />
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Have a look into the Source of Madness’s mood and esthetics below:
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<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/SmDyaGifGHY" title="YouTube video player" width="570"></iframe>
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I think I played very few games with a somber atmosphere like this one. The dark scenario with a disturbing soundscape made of monsters screams offers an experience that few platform games of this category can present.
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This game touched my gamer heart in a special way: it received a lot of negative reviews because of the chaotic gameplay and interface, but, for me, it’s the big feature from the game. This roguelike is unique in its composition and programming. But the use of AI machine learning and procedural generation is nothing without the storytelling component. The uniqueness of the game comes from a perfect balance between the gaming architecture and the obscure Lovecraftian narrative full of mysterious (and bizarre) cutscenes and the direct references to the ancient ones from Mr. Howard Philips's mind.
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Source of madness is a great example of good use of technology to create an immersive experience. However, it’s a great example, too, of how to blend the narrative layer with good mechanics that comes from the gaming code.
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This game is in my top 3 from this year. Another indie game. One more for my list.
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#GoGamers
</b></span>VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com0tag:blogger.com,1999:blog-3747606869267791669.post-29285397835692917232022-08-09T23:57:00.006-03:002022-08-09T23:57:59.963-03:00UX writing for gamesOne of the last acquisitions to my gaming collection was the card game “The Dancer”, one of the titles from Echoes’ series. Basically, the game is an audio-based experience that uses cards and a smartphone app to scan the images in the deck, showing dialogues, sounds, and music to the players.
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<img alt="" border="0" data-original-height="300" data-original-width="570" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLrYulidSkm-t3u2RdS9DOYLuNdpVI96bwpguebgGNg29H3kUA_VycNP4ZhLcuhOTZlLsKVq50tKQFT7aoLeaKvjkPRxsc8C3f5bMQnnpd0aeSOvuXXiyIZIXcvmCyWjCnfN9A9HgOlcmvJ9fyYfFXiXYW86bf5XlXID5Ud26bt0FlN0ZsLQ5gBbvhuQ/s1600/echoes01.png" />
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“The Dancer” narrates a mysterious case that mixes supernatural forces and a murder?. It is a co-op game where all the players must listen to the sounding hints to put the cards in order to solve the case. The app system is very clever and interesting; it requires extreme attention to details and all the solutions are easily shown using the smartphone.
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A very interesting feature of “The Dancer” is the UX writing strategy behind the narrative. UX writing, like designing and coding for UX, is a design and engineering process; it is an iterative process of creation and evaluation that uses texts to improve an experience (PODMAJERSKY, p.30, 2019).
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In the case of a card game with a sound app, the game designing team must search for a strategic connection between the images scattered in the table and the text players will listen to during the experience. It is a fundamental thing to build the storyline using the best words to create a sense in the game.
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Other point to highlight in the case of a complementary app: the UX text patterns in digital platforms like titles, buttons, descriptions, labels, controls, text input fields, transition texts, confirmation/error messages, and notifications must be planned to create an easy access to the narrative (PODMAJERSKY, p.67, 2019).
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In a synthetic way: the cards are physical items that allow players to interact collaboratively in a physical space, but the true immersive experience comes from the materialized text in audio format (where the UX writing strategy is built).
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I want to try the other games from the Echoes’ series.
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<b><u>Reference</u></b>:
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PODMAJERSKY, Torrey. <b>Strategic writing for UX: drive engagement, conversion, and retention with every word.</b> Sebastopol: O'Reilly Media, 2019.
VINCE VADERhttp://www.blogger.com/profile/03990309813494233497noreply@blogger.com1