When the master speaks, the disciples listen. =)
#GoGamers
Mostrando postagens com marcador boardgame. Mostrar todas as postagens
Mostrando postagens com marcador boardgame. Mostrar todas as postagens
sexta-feira, 9 de dezembro de 2022
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
quarta-feira, 30 de outubro de 2013
Top Ten Tips for Boardgame Designers
Good stuff from the Dice Tower site. Tom Vasel, Zee Garcia, and Sam Healey give advice to aspiring boardgame designers. Have fun!
Recap for everybody:
10. Do your Research;
9. You will not make much money;
8. No one is going to steal your brilliant idea;
7. Be inspired by other game, do not just copy them;
6. Match your theme with the game mechanics;
5. Listen to developer and publisher, they want your game to succeed;
4. Streamline your game, remove unnecessary aspects (keep it fun);
3. Listen to your play testers, but don't design by committee (it's your game);
2. Design the game your way, there is no "one way" to do it;
1. Play test your game along the way! (use honest people who aren't afraid to hurt your feelings).
Recap for everybody:
10. Do your Research;
9. You will not make much money;
8. No one is going to steal your brilliant idea;
7. Be inspired by other game, do not just copy them;
6. Match your theme with the game mechanics;
5. Listen to developer and publisher, they want your game to succeed;
4. Streamline your game, remove unnecessary aspects (keep it fun);
3. Listen to your play testers, but don't design by committee (it's your game);
2. Design the game your way, there is no "one way" to do it;
1. Play test your game along the way! (use honest people who aren't afraid to hurt your feelings).
Marcadores:
boardgame,
dice tower,
game design,
game designer,
games,
prototype,
Sam Healey,
tips,
Tom Vasel,
Zee Garcia
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