Wednesday, December 22, 2010
Ahoy Matey!
Tuesday, December 21, 2010
Publishing Progress
Sunday, December 12, 2010
"Fun Theory" Speed Camera
Are you ready for another great example of how games can solve problems? Check out the video posted above. (Thanks to Owen for sharing this with me!)
I love how this "game" gives the appearance of choice.
Notice the change in the rules:
Rule-set A (Traditional speed limit laws): Obey the speed limit or else...
Rule-set B: Disobey the speed limit and be fined OR Obey the speed limit and be entered to win.
Rule-set B does a significantly better job quantifying the possible outcomes, which makes a sense of choice more apparent. And choice is at the center of a good game.
FYI, this is the 101 post at Pinebars! Thanks for reading! Send us a greeting!
Thursday, December 2, 2010
Agricola Makes You Want to be a Farmer (I Should Know)
Tuesday, November 30, 2010
Syracuse Game Lab
Monday, November 22, 2010
Science and Board Games
Friday, November 19, 2010
Catan vs. Monopoly
As I was exploring cyberspace today, I came upon this blog post about Settlers of Catan. One of the first things I noticed is that it's by a baseball writer for ESPN.com, Kieth Law. Ooh, I thought, board game news from ESPN! Unfortunately, the article has no drawn out comparison between sports and board games besides a short economic comparison at the top of the article. Law does, however, go into a nice history of Settlers, including it's relationship with games America had to play before Eurogaming worked its way to the US. Indeed, The Settlers of Catan was the first German-style board game to become popular in the US.
Law mentions in his article two aspects of the Euro-genre of games that I believe are too important to pass up. First, the games are competitive and fun from start to finish, although they rely WAY less on luck than anything that had been popular in the US before. Second, and related, there is no elimination from a game as there would be, for example, in a game of Risk. Allow me to make a quick note of my own on each subject.
First, I'll address the competitive nature of the games. Klaus Teuber, the designer of Settlers, hit this nail on the head, finding a perfect mechanic to keep everyone interested in the game. In Monopoly, once someone has landed (by a roll of the dice) on the correct spaces and made enough money, his victory is eventual, almost all the time. In Risk, once someone has a big enough army (and rolls 5's and 6's), there's little stopping her. In Settlers, however, the roll of the dice is far from the final say. Trading is an integral part of the game, and I've played plenty of games where a player is in position for the victory and the other players then boycott all trades with this person. The best player and the robber often become well acquainted by game's end, oftentimes only to see someone else pass him up for the victory. In other words, the game is designed to let players who fall behind make the ground and even snatch up a victory. Many (though not all) of the Eurogames do this, which make each game interesting from start to finish.
The other subject of note is the lack of elimination. As I said, it is related to the discourse above. It's importance is this: previous to 1995, when American board gamers wanted something of more heft than Monopoly, they had to resort to war games. War games take hours to play, and often a person will be on the brink of elimination and lose interest, else they will be fully eliminated and have to wait hours until they can get involved with the group again. Eurogames are not only played in a significantly shorter time span, but there is, as I mentioned above, involvement from start to finish.
In conclusion, that is why Eurogames are way better than American games. Just kidding; that's not what this post was about. But I do hope you found my rant in favor of Settlers of Catan to be helpful.
Thursday, November 18, 2010
Serious Games = Applied Game Mechanics?
Have we finally found a term for "applying board game mechanics?"!
I was "reading" on a German game Web site, spielegilde.org, and out of the cloud a term appeared.
"Serious Games"
It struck a chord, and I struck it back by doing a little research of my own.
Wikipedia describes a serious game as any game that is "designed for a primary purpose other than pure entertainment." Sounds like Pinebars to me. Here at the blog we seek to highlight as many different applications of board games as possible to everyday life, whether teaching or management or amazon farmers.
Dig a little deeper.
Seriousgames.org, a Web site I Googled, listed their objective as to find "uses for games in exploring management and leadership challenges facing the public sector." Seriousgames.org focuses on the application of video games, which seems to be the general focus of groups interested in serious games.
Apparently there is a Serious Games Summit (this year its held in San Fransisco) to discuss the development of serious games and related issues. I encourage you to check out their Web site.
Although focused on video games, aspects are inclusive to all gaming types. According to the Serious Games Summit Web site, the second major point of discussion at the summit will be "gamification," which is "[the] debatable term and sometimes questionable process of building game-like incentives into non-game applications, to address issues like productivity, health, marketing, and so forth."
Board game mechanics should not be left out of a discussion about gamification. Rather the incentives built into board games are probably stronger and more suited to gamification than video game mechanics. After all, board games mechanics are developed en lieu of technology and more closely focus on player decisions.
Wednesday, November 17, 2010
The Game of Kings
Tuesday, November 16, 2010
Massively multiplayer...run around the park!
What do you call a group of people that come together to participate in massively multiplayer live action strategy games. (I'm not sure what you call it.....think massive scavenger hunt, not live action role-playing (LARPing) for Dungeons and Dragons)
Apparently they've gotten some press. And here.
The games come from a book written by Leigh Anderson and published by Workman Publishing called the Games Bible, which has been on store shelves for about a month.
I love it.
This is game design unashamed. And its got to be tricky stuff!
Imagine designing a game for 350 people (as in their game "Ministry of Silence") . It can be hard enough to play test a game for 4 people! That is what I love most, and why it relates to APPLYING BOARD GAME MECHANICS.
Most of the time, any game mechanics that are applied to real life will involve an above average number of "players," which makes play testing tedious (impossible really), and increases the risk that ANY ONE player could really screw everything up!
Increase the number of players and you increase the level of uncertainty that the game system will NOT FALL APART. (Refer to a much earlier post I made about the economy...)
I haven't played Ministry of Silence, or any other game from the Games Bible, but props to Leigh Anderson and Co. for applying some game mechanics to 300+ people (and they at least seem to enjoy the games). This is one book that might have to go on my HOLIDAY WISH LIST.
Now, to link Holiday Wish List to an actual wish list...
Friday, November 12, 2010
Build Your Own Board Game
The game I got my hands on (literally) was Ramses Pyramid. This game is unique among the LEGO games in that Reiner Knizia helped design it. If you are familiar with German games, you'll know that Knizia is a popular designer and makes quality games. There are some positives to this game; for one, you get to build it! Awesome. Also, the game allows for some memory challenges and offers the potential for strategic thinking. Unfortunately, it stops at potential, at least in the rule book. Like many kid-aimed games, the game hinges on the roll of a die. Guess what the condition for winning is. Go ahead, guess!
Thursday, November 11, 2010
Interested in Board Game Mechanics?
Looking for some good-ole analysis of board game mechanics?
First, I recommend you linger here at Pinebars, but second I would recommend you take a peak at The Journal of Board Game Design.
Although somewhat dated (the most recent post is from December 6, 2008), the journal has several intelligently written articles about board game mechanisms, that I'm sure you would find interesting.
Check it out here.
Tuesday, November 9, 2010
Board Games for Couples 2: Hive
Hive is a unique and finely-crafted game by John Yianni that my wife and I have found especially entertaining. For two players, this game is an excellent chess-like game that can be played in under ten minutes. Try to trap your opponent's queen bee by completely surrounding it with other insects in the hive. The trick is, the hive has to stay completely in-tact at all times!
We love this game because it is easy to learn, and has multiple levels of strategy. The pieces are strong and durable and they come with a carrying pouch so you can bring the game anywhere with you without having to lug around the box. Hive has tremendous replay value and you will find yourself playing over and over again trying to perfect your strategy and beat your opponent over and over again--if your opponent happens to be your wife (or husband) than the feeling of victory is especially satisfying.
Highly reccomend: A
Monday, November 8, 2010
Collect the stars! Meta game!
On the back of each star I wrote either an "M" "S" or "U". Instead of a traditional point accumulation scoring mechanic, in this meta game a team's score is their total of complete sets of M, S, and U. Thus, a team with 4 Ms, 2 Ss, and 2 Us would have a score of 2.
Thursday, October 28, 2010
Not the "Video" That Makes the Game
Wednesday, October 27, 2010
To Win or Not To Win...
Tuesday, October 19, 2010
Games For Your Child's Math Brain
Clearly I'm not the only one who thinks games are great educational tools.
A September article by Melanie Mulrooney highlights several great games for teaching the children to learn math skills. A great thing about this article is that Mulrooney lists a variety of simple games, not just the obvious first picks.
Sunday, October 17, 2010
Prototypes En-Route!
Sunday, October 3, 2010
Drop Site Wins CartaMundi 2010!
My card game, DROP SITE, won 1st place for the CartaMundi special prize at the Premio Archimede 2010 competition in Venice, ITALY this past weekend, and 7th place overall.
What began as a complicated mess of card game three years ago, suddenly evolved into a fun, concise and strategic card game one lazy Saturday morning in April. Two months later I was finished with the artwork and theme and submitting it to the Premio Archimede with only moderate hopes of winning any prize.
My praise and thanks go first and primarily to God, who guided me every step of the way on this venture and who continues to give meaning and purpose to encouraging and discouraging moments alike.
Secondly I would like to thank my wife who played the game with me frequently to make sure it was right, as well as several friends who have played it as well (Brandon, Lauren, Chase, Kien, Dante, Allie, Jen, and Thomas).
What happens next?
Well, I was unable to attend the event...it was in Venice and I am only a lowly graduate student, so funds for international travel do not come readily. That means I missed the opportunity to interact with many important persons in the world of board game publishing, but I am hopeful that much good will still come of this award.
For starters, the award description for winner of the CartaMundi says that the artwork for the game will be done for free by ScriBabs and 1000 copies of the card game will be printed by CartaMundi. I have not been contacted yet about how these details will shake out.
After that?
Tuesday, September 28, 2010
Checkmate: Using Chess to Change Lives
In a Wall Street Journal article this week, Stephanie Banchero highlight's one St. Louis school's innovate strategy of using chess to change lives. Below is a snippet from school founder Jimmie Edwards quoted in the article:
"Most of my kids are impulsive, reactionary and they lash out without thinking through the consequences," said Mr. Edwards, who walks the school's halls almost daily. "Chess teaches them patience and teaches them that there are consequences to bad decisions."
This is an excellent read, especially if you are interested in the many many applications of board games and board game mechanics in the school and the workplace.
Thursday, September 23, 2010
Settlers of Catan Mechanic and Race for the...Meeting?
My staff members have all turned into sprinters.
That's right, every Sunday night they sprint down the hallway to be the first to arrive at our weekly staff meeting.
Why?
And more importantly...how?
Board game mechanics can teach us a lot about why and how people behave. Be careful when you write the rules for your team!
Consider the following--more traditional--rules to combat meeting tardiness:
Rule 1: (Desired behavior) "Don't be late!"
Rule 2: (Define) "If you're on-time your late, if you are early you are on-time!"
Rule 3: (Penalties) "If you are late you will be written-up!"
Rule 4: (Some concessions) "If you have an emergency tell me ahead of time and we can make an exception..."
Rule 5: (More concessions) "First time you're late is a verbal warning, but next time is a write-up!"
Rule 6: (Threats) "If you get three write-ups you will be referred to the big boss!"
Rule 7: (Tie-up loose ends) "If you're late you will have to meet with me to go over what you missed."
This traditional approach may work, but there is one drawback.
The yellow area is the "Window of Arrival," or the average arrival time of staff members.
If you are like me, you always plan to get to meetings as LATE as possible and yet to still be on time, but of course what happens then?
COFFEE SPILLS, FRIEND CALLS, FORGET YOUR PHONE, LEFT YOUR KEY INSIDE
Whstever the excuse...YOU'RE LATE!
Let's call the pink area SPILLOVER, and we all know that spillover occurs. (Just try to fill a measuring cup to exactly the top level with water.)
I propose instead a different system!
First, let's assign every staff member a color (So...Brian=Red, Ted=Green, Sam=Brown...ect.), and then get a pawn to represent each color...
Next, adapt an innovate BOARD GAME MECHANIC (I just love when I actually write a post that goes with the theme of my blog) from Settlers of Catan to suit your needs.
Ok, so the adaptation of the Settlers of Catan mechanic takes a little bit more explanation. Allow me to summarize.
See the following picture to jog your memory about the circular "chits" that are used in Settlers to denote probability:
When you roll two dice, the probability of rolling a "7" is the highest and of rolling a "12" or a "2" the lowest. In Settlers, numbers 2-12 are placed randomly on the board to demonstrate the probability of any given resource being "produced." So, a player would want to locate his towns near resources that have numbers close to 7 to produce the most resources.
Remember how that works?
Good!
So, to apply the same principle, count the number (n) of people you want to arrive to your staff meeting on time (in my case 8) and assign a probability to n outcomes along a continuum, such that a roll of two dice will have one outcome.
Next, make a board! Like this...
And assign each staff member's pawn to a location on the board according to when they arrived at the meeting. Those arriving first are placed at the low levels of probability and those arriving last are placed in the high levels of probability. In this instance, green arrived first!
Last, explain that you will ask for volunteers during the meeting to help with projects A, B and C. If nobody volunteers say that you will roll the dice and the person who's number(s) are rolled have to volunteer. (Alternative: Allow staff members who volunteer before the die is rolled move up in position on the board)
This works! But why????
One more model should explain:
The arrival window has been expanded! Instead of having incentive to arrive 1 SECOND before the meeting time, incentive has been changed to arrive SOONER.
As a result, spillage is depleted to ZERO:
And so my staff are SPRINTERS!
...and they are also PAWNS.
But they make it to staff meeting on time, and yours will too!
(Of course, you will occasionally have to make good on your threat to roll the dice, but it is ever so fun to be able to let fate (and their own decision to be later than others) decide who gets punished).
Friday, September 10, 2010
Chutes and Ladders
Thursday, September 9, 2010
Premio Archimede Finalist
After several months of waiting, I am pleased to announce that my card game "Drop Site" has made it to the "finalists" stage in the Premio Archimede tournament. This field consists of 69 games (narrowed down from 141 entrants), and there are several prizes to be won. I am hopeful for an award, but in all honesty, I am just happy to have made it to this round.