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.