Friday, 3 February 2012

Scott Kin Notes

Scott Kim


Puzzle makers survival kit
                                                                   |                        |
                                                                   |                        |
                                                                  \/                       \/
Fun                  Solvable

Ø  Challenge
Ø  Distraction

Action Puzzle
         |
        \/
Error Recovery (players deliberately makes the puzzle more difficult to get the bonus prize but then they don’t know what to do so they temporarily fix it then they find a way).
Easy to learn - To draw the player in by making the controls simple but after increase the twitch skill so you don’t eliminate your audience (e.g. mentally challenged).
Story Puzzle – Use the puzzle to tell a story. Possibly use as decision points in the game but they have to re relevant with in the game. (About the line between story & puzzle and the link you make between them.)                                                                                |
                                                                                          \/
                                                                                      Relevant
Certain genres are more readily acceptable to story puzzles.
Competitive puzzles
They are similar to game, but in game they are more like battling an opponent.
E.g. Boggle
A
L
Z
E
S
O
Q
I
K
D
K
O
M
P
M
A

Shshvehon puzzles
    LegoModularity
                                                      |                         |
Too little structure       <-----------                         ---------> Too Much structure

Intensity ramping in puzzles
Different mechanisms

___________>

- - - - - - - - ->        Accelerating



   Semi linear ordering (Insert diagram)

Ordered (Insert diagram) – be careful, because you’ll get to a puzzle you can’t solve and get stuck and can’t progress.
Meta puzzles
(Insert stuff)

How should you start?
Enjoying the manipulation of the puzzle
Ø  Start them with the familiar
Ø  Specifying rules – making clear what the player can’t do.
Ø  Building up puzzles – so the player will play for a long period of time otherwise they will be baffled by the puzzle and they’ll dump it.
Ø  Simplifying the puzzle – boiling the core component of the puzzle, making it easy so you know what you’re doing. (Getting the car out of the car park).
Ø  Editor – Puzzle must have the same assets each level and can be easily edited and tweaked each step easily.
Ø   
Ø  Sub rules for level editing – Level Design
Ø  Start with a bang
Ø  Teach techniques –you teach through intensity
Ø  Paint a picture
Ø  Develop a theme

Monday, 26 December 2011

Thoughts/comments on La decima vittima

In this blog post I will be writing my thoughts and comments on the Italian film La Decima Vittima. The film in itself was an interesting concept. Where murder is outlawed yet it is only allowed (and encouraged in some cases) if a member joins the game and sends a warning to the hunted anonymously. After a killer reaches ten kills they can join the elite killing club and gain certain benefits. In the film the mechanics of the game are rather interesting, obviously you are not allowed to kill an innocent by stander as the normal laws of the state are still in place (which makes it interesting when you don't know who your hunter is so there is a huge element of risk as you can still be arrested if you get the wrong person), this means the players have to be extra careful because the risks of the game can back fire greatly on them.

The film and game also become more interesting when in Italy (where the film is based (the game is world wide)) there are increasing regulations on where the players can shoot their guns due to state regulation preventing bystanders from being harmed. There places are, cafes, restaurants, churches and so fourth. his adds challenges to the game making it increasingly difficult for the players to complete their tasks so they have to conger up more ingenious, intricate and creative ways to kill their victims adding twists to the game itself. (Sounds like brave Heart to me (although this came before hand and is a spoof)).

Over all I liked the film as it had a good sense of humour as it make fun of itself and I liked the intricacy and complicity of the rules as this added a challenge to get game in the film. Plus as the film is in Italian I liked how they didn't dub the film even though some of the actors and actresses were English speaking and they used subtitles. I prefer this as it make the film more authentic.

Tuesday, 6 December 2011

Current reading

I'm currently reading "Don't be a vidiot!". The view in this article is partially out of date but there are still a few elements of truth about lack of imagination in the industry. However there are still plenty of wackey titles to go around that broke the mould. However the only way we have to worry is if the On-live service takes over.

Thursday, 1 December 2011

Lazzarro

                          Why are Games Fun?
                                   |                  |
  ACHIEVERS <---HARD fun    EASY fun
                                   |                  |
                                  \/                 \/
    MDA AFFECTED STATES   People Factor  ---> COMPETITIVE

What makes people turn off games?

When the balance of types of players is out of balance, when games become unfair.

My opinion:

Lazzaro has some good points, but there is still a long way to go for our understanding of the topic. However I will agree with the two types of fun and with the people factor as every body can share the experience. But there are some games where there is a balance of beautiful complexity and simplicity to it.

Funativity Notes

Steve Arnolds - "Where's the entertainment in that?" of What is fun?

or What's the Funativity Quotent?

Humans are Driven to PLAY
Through Basic Drives

Survive
Reproduce
Interact
Communication

R.S.S. We have always liked things that are SWEET. (Refined Sugar Syndrome) Back in hunter gather times we would gather berries that tasted sweet so we would eat more of them. But Since the sugar has been refined and concentrated we can get the sweet taste just like that.

NOT NECESSARY A SURVIVAL REASON TO PLAY GAMES.
                                                                                           |
                                                                                          \/
                                                      They are REFINED EXPRESSIONS

Why People play?
|
---> To IMPROVE THEIR SKILLS?

1)

o
+  ---> Always goes to HUNT     EVEN WHEN FULL
^

2)

o
+  ---> ONLY HUNTS when hungry --->Only idles inbetween
^

3)


o
+  ---> ONLY HUNTS when hungry - practising HUNTING / RUNNING FIGHTING.

Which one survives? 3 does because he's found a middle ground to easily and gradually refine his skills safely and so he hunts when needed, but he isn't worn out every time and doesn't muscle waste.

PHYSICAL FUN.

SPORTS. ---> RUNNING AROUND.
                |
                |--->     THREATS


TOOL USE
                        SOCIAL FUN

                        |               |                                  |                              |
                        |               |                                  |                              |
                       \/              \/                                 \/                             \/
               TRADING  STORY TELLING   TEAM WORK     COMMUNITIES        HUMOUR


MENTAL FUN    --->   PATTERN
                                       RECOGNITION

Richard Butty - Players Who Multi User Domains

In the on-line world there are two types of playing styles:

              |                    Action                           Interaction            |
              |                                                                                     |
              |                 Focus on   <--------->  Focussed on            |
              |            The Environment                     Player                 |
              |                                                                                     |
              |--->      HEARTS                       DIAMONDS      <---|
                      PLAYERS WHO             PLAYERS WHO
                          SOCIALISE             LOOK TO ACHIEVE


               PLAYERS WHO IMPOSE       PLAYERS WHO
                         (ON OTHERS)            LOOK TO EXPLORE
                             KILLERS                       EXPLORERS


The tactics are about:

1) Relationships
2) Balance.


My opinion:


I do not agree with everything. Yes in MUDs there are the two types of playing styles however the different types of players are nowhere as clear cut as they are made out to be in this article. For instance Killers some times like to brag to socialisers how to they are at defeating another opponent in the game where as achievers will do so more often but basically the groupings today are no where as clear cut due to comparability with other players and certain built in challenger in modern games.

Tuesday, 29 November 2011

Royal Game of Ur Essay first draft

The Royal Game of Ur
In this essay I will be discussing the ancient game ‘Ur’ (aka ‘Game of Twenty Squares’) refering to one of two game boards, and was one of the earliest board games discovered and played my pre-historic man. The game was created in between the years 2600BC – 2400BC during the Early Dynastic III period and was discovered in the Royal Tombs of Ur in Iraq by Sir Leonard Woolley during the 1920’s. Both boards date from before 2600BC, which was the First Dynasty of Ur, making the game of Ur to be the oldest board game equipment ever found. Due to its playability the game is still played in Iraq today, one of the boards is exhibited in the British Museum to this day.
The Royal Game of Ur has on hard and fast rules to go by; the reason for this being is the earliest translation of the rules was found by RH Hammond. The rules were found on a stone tablet in Iraq. And on this tablet were several variations of the rules hence why there are no set rules. Also in the British museum there is the first found board of the Royal Game of Ur on display.
The Royal Game of Ur is played with two sets of markers (during its original period it would have been played with sea shells or other stones or items) one white, one black and four tetrahedral dice (sometimes both players would have had a set of tetrahedral dice each depending on the rules at the time and availability). The tetrahedral dice would have some form of distinguishing mark on two of the points or corners of them, probably some form of paint or other method. The marking would represent one unit or space in which the player could either add one of their games pieces to the board or they would be able to advance a selected piece on the game board. The other points that were unmarked on the dice represented a zero value adding an element of luck to the game so if the players threw, and the unmarked points appeared those would be void. So for example if one player threw all four dice and three of them showed a marked point that would mean they could either add a piece to the board if they hadn’t already and more it two placed forward, or they would be able to advance  a piece already existing on the board three squares.
Another mechanic to this game is that when a player has their turn, due to the limited amount of spaces on the game board only one counter in this version is, is allowed to take up the entire space of a single square on the board. So to tackle this problem there is a rule that is a player already has a counter on a space and the other player has rolled to that space the existing player’s piece is sent off the board and the piece has to start all over again. This is what is call in the gaming world a ‘negative feedback loop’, this is useful because when the game has been going on for some time the players may become bored so this penalises the losers by sending them further back on the board and rewards the winners by giving them a advantage. This is turn speeds up the end of the game for a clear winner.
Also on the board itself there are several starred markers that are set into it, in the version that I’m describing in this essay the stars are used in order so that when it’s the player’s turn, if they land on the marked square they are entitled to another roll of the dice. This is a positive feedback in this game as it gives the player an advantage at the time so they have the chance to progress a little farther. However this is sometimes pointless because a zero roll can occur. This process also speeds up the game by giving the player an advantage and speeding up how far their pieces are on the board.
However this brings another advantage to the game, the starred squares on the board serve another purpose. When a player lands on the starred space if they roll another number not only would the player possibly be able to knock a piece further up the board off of it, but if the player scores another zero the player cannot be moved off of that space even if the other player rolls enough to move onto that piece. Meaning which ever player is on the starred space they can’t be moved off of the board (making that piece untouchable for the time being) this gives the other player a disadvantage as they can’t knock that piece off of the board, however this does mean they have to strategies with other pieces on the board.
However one must remember there aren’t set rules for this game as nobody’s found a written set in any form as of yet and during the ages the rules may have been tweaked altered  and improved up on for varying reasons.
However we noticed the game was not perfect and contained a few faults with it. The first fault was on occasion one player would roll all zero’s several times in a row preventing them from progressing across the board. This had an upside and a down side. If one player was further than another it would enable them to catch up, and if one player was behind it shortened the game. When this happens to one player repeatedly it can become boring, and the last thing a game designer wishes for is their game to become boring. In order to perfect it I modified a new rule and set it into the new iteration of the game. The rule was, if one player throws three zeros turned in succession they have to keep rolling the tetrahedral dice until they roll some meaningful value. We tried this in the new iteration; this made the game much more fun to play because no matter what, this meant everyone had a go around the board. This did however lengthen the game slightly as the player had to keep picking up the dice and rolling them again, this took valuable play time. This new rule is called a (positive/negative) feedback loop. If you are asking, a positive feedback loop is a game mechanic that is used to end a game quickly fining a winner, e.g. in snakes and ladders at the end you need to go back and get the right number to finish. Although with the negative points this iteration was worth it because in the event a player has a number of zero rolls with it will eliminate frustration and boredom and generally make the game a lot fairer.
The next iteration tested was where if the player wished they could split their roll if the value was higher than one, they would be able to split the number of moves to other pieces on the board. This mechanic is used in Backgammon and it is still used today so it must have a positive impact. E.g. if one player rolled four across all the dice they would be able to move two of their existing pieces across the board two spaces each. Also this can be used with any other combination of choice at the time. When testing this iteration it proved to be an improvement because on occasion one counter would be on a starred space which cannot be moved so this allows more movement along the board and this allows the player to have more counters on the board as well. One of the downsides to this would be that it would slightly lengthen the game because if the choice was take the pieces would not progress as quickly along the board however, and this in theory can lead to boredom but luckily it’s outweighed.
The other down side is with the starred squares pieces cannot be moved off of them and if the player had no other options then their go is essentially useless. However when tested this mechanic was useful and added more strategy to it.
The next iteration introduced involved the player not staying one a single starred space over an extended length of time. Whilst playing the game a rule was noticed by my opponent. A counter can’t be knocked off the board if their counter is on a starred square and they roll enough to take up this space, one player can occupy all of these spaces making it unfair and boring for the other player. To tackle this we added a new rule preventing any counter from staying on one starred piece for more than three turns, meaning the space would be freed up at some point and allowing other players to progress along the board.
This rule did not make much of a difference to the game since neither of us used this tactic that much although we tested the playing style and it became apparent that this would make a major improvement to the game for other players. Thus we decided to keep the rule because this would be useful to other players and it made the game more enjoyable as all of the pieces had to move at some point making them move across the board.
CONCLUSION
Overall the Royal Game of Ur was fun to play and its playability is very broad. The original rules for the game are very well thought through, but they still require a bit of tweaking. But saying that this game is not that well known of to the general public and so it still needs to be discovered for its playability. On the other hand the new rules I added to the game added some interesting mechanics to it and made the game a lot more fun and strategic so in my opinion the game needed these new rules for a revamp to suit a new generation of players.

Word  count: Total (not including title and the word conclusion): 1,689