In 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 PHI; 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).
Let's talk a little bit about the rules and the creative process.
1.Every game draws inspiration from a place.
The PHI number originates from the Fibonacci series, a sequence in which the sum of
consecutive terms equals the next term:
2 + 3 = 5
3 + 5 = 8
5 + 8 = 13
8 + 13 = 21
And so on, to infinity.
However, the PHI number rises from the division of adjacent numbers in this sequence that
gradually approach the number 1.618:
3 ÷ 2 = 1.5
5 ÷ 3 = 1.666
8 ÷ 5 = 1.6
13 ÷ 8 = 1.625
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 PHI game
stem from the PHI number.
PHI 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.
Let’s check the rules!
2.Setup
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.
3.Playing
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.
Let's consider an example - the rolled dice gave the following result:
The dice separated in this round were 5, 3 and 3:
The remaining two are rerolled:
The die with 5 is set aside, and another one is rolled for the final time:
Here are the generated results, and now it's time to assemble the combinations.
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).
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!
#GoGamers
Mostrando postagens com marcador abstract. Mostrar todas as postagens
Mostrando postagens com marcador abstract. Mostrar todas as postagens
terça-feira, 5 de setembro de 2023
PHI: a print and play experience
Marcadores:
abstract,
board game,
game design,
phi,
print and play,
solo game,
vincevader
domingo, 2 de outubro de 2022
Cascadia: a perfect balance between theme and abstraction in a boardgame
Cascadia 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).
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.
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.
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.
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.
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.
#GoGamers
Reference:
BRATHWAITE, Brenda;SCHREIBER, Ian. CHALLENGES FOR GAME DESIGNERS: non-digital exercises for video game designers. USA: Cengage, 2009.
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.
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.
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.
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.
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.
#GoGamers
Reference:
BRATHWAITE, Brenda;SCHREIBER, Ian. CHALLENGES FOR GAME DESIGNERS: non-digital exercises for video game designers. USA: Cengage, 2009.
Marcadores:
abstract,
board game,
cascadia,
game design,
theme
terça-feira, 7 de setembro de 2021
STENA - mobile game (teaser trailer)
In November I will launch my new mobile game: STENA! Final tests are on the run! STENA is a reimagined version of the classic PONG arcade; but, instead of horizontal paddles settled for a two-player match, STENA has a circular scenario where, in solo mode, the player must defend the core of each stage with multiple paddles rotating 360º.
Check the teaser traier below:
#GoGamers
Check the teaser traier below:
#GoGamers
Marcadores:
abstract,
abysstrakt games,
brazil,
indie game,
mobile game,
stena,
vincevader
sexta-feira, 12 de março de 2021
Pure abstract games
In this post I’ll discuss the idea behind one of my favorite types of games: abstract games. Well, first of all let’s understand what makes a game an abstract game. The definitions are many and I chose one from Board Game Geek’s site. In a section dedicated to defining this kind of game, we can find some interesting concepts about abstract games, but I'll pick one that fits perfectly in this present discussion: “abstract games” is a term often used to refer to games without a theme (regardless of the game mechanics) like Go, Backgammon, and Checkers – as analogic game examples. But we can find digital examples also, like 2048, Tetris, and 140.
Basically, we can say that this category of games is made purely of a mechanic. The components will be geometric shapes, colors, numbers etc. Occasionally, we can put a theme inside an abstract game, but – in essence – the focus is on the mechanism. In this context it’s important to remember that mankind creates games from its earliest historical records. One of the oldest games we have knowledge of is Senet – an abstract board game - found in archaeological relics dating from 3500 years before Christ (THOMPSON, BERBANK-GREEN, CUSWORTH, 2007, p12).
Let’s check some examples of analogical abstract games:
And also let’s check some abstract video games:
#GoGamers
References:
Boardgame Geek official site: https://boardgamegeek.com/
THOMPSON, Jim; BERBANK-GREEN, Barnaby; CUSWORTH, Nic. Game Design: principles, practice, and techniques – the ultimate guide for the aspiring game designer. New Jersey: John Wiley & Sons Inc., 2007.
Basically, we can say that this category of games is made purely of a mechanic. The components will be geometric shapes, colors, numbers etc. Occasionally, we can put a theme inside an abstract game, but – in essence – the focus is on the mechanism. In this context it’s important to remember that mankind creates games from its earliest historical records. One of the oldest games we have knowledge of is Senet – an abstract board game - found in archaeological relics dating from 3500 years before Christ (THOMPSON, BERBANK-GREEN, CUSWORTH, 2007, p12).
Let’s check some examples of analogical abstract games:
And also let’s check some abstract video games:
#GoGamers
References:
Boardgame Geek official site: https://boardgamegeek.com/
THOMPSON, Jim; BERBANK-GREEN, Barnaby; CUSWORTH, Nic. Game Design: principles, practice, and techniques – the ultimate guide for the aspiring game designer. New Jersey: John Wiley & Sons Inc., 2007.
Marcadores:
abstract,
abstract games,
boardgame,
gaming concepts,
video game
segunda-feira, 29 de janeiro de 2018
140
140 is a gaming masterpiece. Created by Jeppe Carlsen (known for his gameplay direction in Playdead's Limbo), the game is an immersive and synesthetic experience that uses electronic music synchronized with minimal shapes to give life to the scenario and the main character.
The game doesn’t have a clear narrative plot. You command a multiple-shaped character and must solve some puzzles to advance to the next level. Looks simple, but this simplicity has a dense complexity in terms of level design. Check the gameplay below:
In 140, the level design challenge is to coordinate all the puzzles’ solutions with a constant electronic music (that changes according to the player’s actions). In a game like this, we notice different layers that create one solid level design: one with simple abstract forms, one with synchronized music and one that blends both (the experience of the game per se).
As Adams and Rollings point out, level design is the process of building the experience that will be offered directly to the player, using components provided by the game designer. Level designers create the space in which the game takes place, the initial conditions of the level, the set of challenges the player will face within the level, the termination conditions of it, the interplay between the gameplay and the game’s story, and the aesthetics of the level. (2007, p.399 & 400).
Following the previous ideas from these authors, we can add – in the case of 140 – that music can be another essential component to create a gaming experience.
#GoGamers
Reference:
The game doesn’t have a clear narrative plot. You command a multiple-shaped character and must solve some puzzles to advance to the next level. Looks simple, but this simplicity has a dense complexity in terms of level design. Check the gameplay below:
In 140, the level design challenge is to coordinate all the puzzles’ solutions with a constant electronic music (that changes according to the player’s actions). In a game like this, we notice different layers that create one solid level design: one with simple abstract forms, one with synchronized music and one that blends both (the experience of the game per se).
As Adams and Rollings point out, level design is the process of building the experience that will be offered directly to the player, using components provided by the game designer. Level designers create the space in which the game takes place, the initial conditions of the level, the set of challenges the player will face within the level, the termination conditions of it, the interplay between the gameplay and the game’s story, and the aesthetics of the level. (2007, p.399 & 400).
Following the previous ideas from these authors, we can add – in the case of 140 – that music can be another essential component to create a gaming experience.
#GoGamers
Reference:
ADAMS, Ernest; ROLLINGS, Andrew. Fundamentals of Game Design. New Jersey: Pearson Prentice Hall, 2009
Marcadores:
140,
abstract,
gaming concepts,
Level Design,
minimal,
video game
quarta-feira, 14 de janeiro de 2015
Narrative and games
Some posts in the past, I’ve talked about the games I’ve created. I explained some approaches and creativity process to the games YN, Álmok, Dominaedro and others. All these games have something in common: they are abstract games, more focused on mechanics and less in narrative.
But, at this moment, I’m developing with some friends a new mobile game named: MIND ALONE. I’ll talk more about this game later, but it’s basically an interactive narrative for mobile platforms. So, what is it we actually mean by interactive narrative? Ince (2006, p.48) defines very well the term, saying, “In a broad sense it is simply that the experience of the unfolding story responds to the actions of the participant. In terms of games, those actions are the gameplay choices the player makes. At any one time, the way the narrative responds could be character-related, plot-related, story-related, or a combination of these”. I’m studying a lot of books to give the right tune to this ludic interface.
The game I’m creating is more based on plot/story-related. I intend to put some dark atmosphere with an intense narrative in it, and the gameplay will be created using some clever puzzles in the background. The idea here is to follow the concept that “story, dialogue, character profiles, etc., should all be created in a way that add to the design of the gameplay” (INCE, 2006, p.36).
So, wait for news about my new game. It’s a new creative experience for me and I hope for it to be a good journey for the players. The previous image is part of the game’s opening. Curious? Keep track here for more information.
Make games not war! =)
Go gamers!
Reference:
INCE, Steve. Writing for video games. London: A & C Black Publishers Limited, 2006.
But, at this moment, I’m developing with some friends a new mobile game named: MIND ALONE. I’ll talk more about this game later, but it’s basically an interactive narrative for mobile platforms. So, what is it we actually mean by interactive narrative? Ince (2006, p.48) defines very well the term, saying, “In a broad sense it is simply that the experience of the unfolding story responds to the actions of the participant. In terms of games, those actions are the gameplay choices the player makes. At any one time, the way the narrative responds could be character-related, plot-related, story-related, or a combination of these”. I’m studying a lot of books to give the right tune to this ludic interface.
The game I’m creating is more based on plot/story-related. I intend to put some dark atmosphere with an intense narrative in it, and the gameplay will be created using some clever puzzles in the background. The idea here is to follow the concept that “story, dialogue, character profiles, etc., should all be created in a way that add to the design of the gameplay” (INCE, 2006, p.36).
So, wait for news about my new game. It’s a new creative experience for me and I hope for it to be a good journey for the players. The previous image is part of the game’s opening. Curious? Keep track here for more information.
Make games not war! =)
Go gamers!
Reference:
INCE, Steve. Writing for video games. London: A & C Black Publishers Limited, 2006.
Marcadores:
abstract,
álmok,
dominaedro,
games,
gaming concepts,
narrative,
video games,
vincevader,
yn
quarta-feira, 25 de junho de 2014
Talking about my new mobile game DOMINAEDRO
Last week my new game, DOMINAEDRO, landed at the App Store. The game is a strategic puzzle that mixes dominoes and tic-tac-toe. It’s is an abstract battle between two players that uses pieces of domino as weapons.
The game, originally, was analogic and was launched as an independent title in the beginning of this year. After lots of positive reviews from Brazilian (and even European) sites I decided to transform the analogic version into a digital game.
The game is very simple and I will share the main idea of the rules below. The game’s grid is arranged with nine numbers randomly selected by the system. In a decreasing order: the highest number will be allocated in the center, intermediate values will be around the highest one, and lower values will be on the corners.
Your starting hand has 3 domino pieces. The player with the lowest sum of numbers in a single piece starts the game. On your turn, you must try to put a single piece in the grid respecting the following rules:
1) A number in a domino can only touch a piece with the same number, or lower, in the grid.
2) Like in a domino game, pieces connected on the grid must have the same numbers.
3) Every time you choose a piece, the system will point out the spaces allowed for allocating on the table.
You earn points by dominating a sum on the grid. For that, you should be the player with the highest sum of numbers around a value. In case of a tie, the sum of the second values of dominoes sets the winner. In case of a tie in both sides of the dominoes, the winner will be the player with more pieces.
The game ends when you cannot allocate more pieces on the grid. Each piece not allocated is worth -1 point. Values of the grid that were not completely surrounded by pieces are scored normally.
If a player has dominated all values in a row, column or diagonal, they win 4 extra points for each line. The player with the most points wins the game. Check a short video demo with the game mechanics below:
You can download DOMINAEDRO for free. Click here for more information. I’m waiting for your suggestions, critics and improvements.
Go gamers!
The game, originally, was analogic and was launched as an independent title in the beginning of this year. After lots of positive reviews from Brazilian (and even European) sites I decided to transform the analogic version into a digital game.
The game is very simple and I will share the main idea of the rules below. The game’s grid is arranged with nine numbers randomly selected by the system. In a decreasing order: the highest number will be allocated in the center, intermediate values will be around the highest one, and lower values will be on the corners.
Your starting hand has 3 domino pieces. The player with the lowest sum of numbers in a single piece starts the game. On your turn, you must try to put a single piece in the grid respecting the following rules:
1) A number in a domino can only touch a piece with the same number, or lower, in the grid.
2) Like in a domino game, pieces connected on the grid must have the same numbers.
3) Every time you choose a piece, the system will point out the spaces allowed for allocating on the table.
You earn points by dominating a sum on the grid. For that, you should be the player with the highest sum of numbers around a value. In case of a tie, the sum of the second values of dominoes sets the winner. In case of a tie in both sides of the dominoes, the winner will be the player with more pieces.
The game ends when you cannot allocate more pieces on the grid. Each piece not allocated is worth -1 point. Values of the grid that were not completely surrounded by pieces are scored normally.
If a player has dominated all values in a row, column or diagonal, they win 4 extra points for each line. The player with the most points wins the game. Check a short video demo with the game mechanics below:
You can download DOMINAEDRO for free. Click here for more information. I’m waiting for your suggestions, critics and improvements.
Go gamers!
Marcadores:
abstract,
app store,
board game,
brazil,
digital,
dominaedro,
domino,
free,
game,
game design,
gaming concepts,
indie game,
ipad,
iphone,
ludofy,
puzzle,
strategy,
tic-tac-toe,
vincevader
terça-feira, 2 de outubro de 2012
About Super Hexagon
By Vince (@vincevader)
Super Hexagon is a minimal action game for iPhone and iPad created by game designer Terry Cavanagh, with soundtrack by Chipzel (a Northern Irish chip-musician).
It's a game in which you have to pay attention and enjoy the very creative gameplay. With very simple graphics, your goal is to escape from a weird maze with concentric walls while a repetitive music gives rythm to the movements.
Each game takes less than a minute to finish and the simple (and intuitive) interface makes you play more and more. Check the gameplay below:
Super hexagon is very successful among gamers and I think there are some reasons for this:
1) The game has the idea of "keep it simple".
2) The game has good content, intuitive mechanics and well defined interface.
3) Super Hexagon is elegant and can be considered a modern "Pong".
4) It is mobile, fast and can be played in any tedious moment.
5) It only costs one dollar.
Have you ever played Super Hexagon? Download it now and have a good experience. Enjoy!
Super Hexagon is a minimal action game for iPhone and iPad created by game designer Terry Cavanagh, with soundtrack by Chipzel (a Northern Irish chip-musician).
It's a game in which you have to pay attention and enjoy the very creative gameplay. With very simple graphics, your goal is to escape from a weird maze with concentric walls while a repetitive music gives rythm to the movements.
Each game takes less than a minute to finish and the simple (and intuitive) interface makes you play more and more. Check the gameplay below:
Super hexagon is very successful among gamers and I think there are some reasons for this:
1) The game has the idea of "keep it simple".
2) The game has good content, intuitive mechanics and well defined interface.
3) Super Hexagon is elegant and can be considered a modern "Pong".
4) It is mobile, fast and can be played in any tedious moment.
5) It only costs one dollar.
Have you ever played Super Hexagon? Download it now and have a good experience. Enjoy!
terça-feira, 29 de maio de 2012
Game design process: a third approach
By Vince
In this present post I want to discuss the details about the creation of my new board game, PYRAMYZ.
PYRAMYZ is an independent title that will be hopefully launched next month. It is an abstract game for two players that uses pyramidal dice (D4) as pieces and has an area control game mechanics.
The inspiration for part of the game mechanics came from “Chinese checkers”, a very traditional abstract game where the pieces jump other pieces (or a row of pieces) to reach the player’s side on the board.

In PYRAMYZ, first of all, players must choose the color “black” or color “white”. This part is important because each player earns points by having the dice on top of their color spaces. It is possible to get points joining dice with the same color adjacent (orthogonally), when this happens the players achieve the number of points of the dice upon the respective color spaces.
The objective is to achieve the higher number of points.
In this game a player can put the dice from a bag on the board or move a die that has been placed on the board. A roll is required to put a die in the game , because the random number on the D4 will be the number of spaces the piece can move (orthogonally) by the board. A die will spawn from five special areas with different color.
For this game I created four prototypes with different dynamics, layouts and rules. It’s important to have many views in a game design process to choose the bestconnection between them. I started with a triangular board but it was not good, the traditional orthogonal grid proved to be the best option.
In this part of the creative process I defend the use of simple prototypes. It’s essential to use simple drawings, ordinary material and have total focus on the game mechanics.

After a lot of tests and a minimum certainty about the functionality of the game I recommend to generate a better prototype/layout. And remember: beta testing is not about playing your game alone by hundred times, it is about putting one hundred people to play once and have a lot of different feedbacks.
In two previous posts I’ve talked about the process to create another board game and a SMS mobile game (links here and here). I recommend the reading of both posts to complete the idea of this one.
Wait for news about the PYRAMYZ’s launching!
In this present post I want to discuss the details about the creation of my new board game, PYRAMYZ.
PYRAMYZ is an independent title that will be hopefully launched next month. It is an abstract game for two players that uses pyramidal dice (D4) as pieces and has an area control game mechanics.
The inspiration for part of the game mechanics came from “Chinese checkers”, a very traditional abstract game where the pieces jump other pieces (or a row of pieces) to reach the player’s side on the board.
(Art by Marcelo Bissoli)
In PYRAMYZ, first of all, players must choose the color “black” or color “white”. This part is important because each player earns points by having the dice on top of their color spaces. It is possible to get points joining dice with the same color adjacent (orthogonally), when this happens the players achieve the number of points of the dice upon the respective color spaces.
The objective is to achieve the higher number of points.
In this game a player can put the dice from a bag on the board or move a die that has been placed on the board. A roll is required to put a die in the game , because the random number on the D4 will be the number of spaces the piece can move (orthogonally) by the board. A die will spawn from five special areas with different color.
For this game I created four prototypes with different dynamics, layouts and rules. It’s important to have many views in a game design process to choose the bestconnection between them. I started with a triangular board but it was not good, the traditional orthogonal grid proved to be the best option.
In this part of the creative process I defend the use of simple prototypes. It’s essential to use simple drawings, ordinary material and have total focus on the game mechanics.
After a lot of tests and a minimum certainty about the functionality of the game I recommend to generate a better prototype/layout. And remember: beta testing is not about playing your game alone by hundred times, it is about putting one hundred people to play once and have a lot of different feedbacks.
In two previous posts I’ve talked about the process to create another board game and a SMS mobile game (links here and here). I recommend the reading of both posts to complete the idea of this one.
Wait for news about the PYRAMYZ’s launching!
Marcadores:
abstract,
boardgames,
game,
gaming_concepts,
pyramyz,
vincevader
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