Friday, October 03, 2008

Roundup: Three Years of Fortieth Week Posts

How and Why to Play With Your Children in six steps

Board Game Magic, in which the famed magician Edwin Greenwood reveals ancient board game manipulation magics from past ages.

The mechanics of sudden death

Pink games (the horror)

A drama: The Ten Trials of Abraham

Board Game Blog World Roundup

This is a regular post listing the active board and card game blogs around the internet that are of general interest to all readers. It excludes inactive blogs, blogs that post extremely infrequently, single game-blogs (such as Chess-only), company blogs that simply list their stock and sales, and blogs that have infrequent posts about games.

Please see my left sidebar for the entire list of known board game blogs and podcasts.

Deleted Blogs

I deleted a slew of inactive blogs (around 20) from my list. Three more are slated to be deleted real soon now, unless I hear from them soon.

New Blogs

Berlin Game Design - Jeff Allers, Berlin. Author of Postcards from Berlin on Board Game News.

Board Game Auctions - From Mikko Saari, an interface to board game auctions on eBay.

Game On - A podcast from Cody and John.

Mind Games - The Piseco family, NY. A family of four homeschools and games.

Rick's Café Américain - Rick Holzgrafe, San Jose, CA. Game thoughts.

The Gamer Hotsheet - Michael Salsbury, OH. Tabletop and PC gaming.

Toby-O Forever - Toby-O, Monroe, LA. Games, video games, etc.

Words on Play - Malcolm Ryan, Sydney, Australia. Stories and games and related books.

Changed

Headgames Podcast changed locations.

Thursday, October 02, 2008

Planned Obsolescence in Game Design

There is a tension between game developers and game publishers. Game developers want you to play their games. Game publishers want you to buy their games. These two desires are not entirely separate, but neither are they entirely compatible.

A game developer, whether creating an abstract game that he hopes will join the ranks of legendary games such as Chess, or creating a themed game that she hopes will be taught in every 8th grade class around the world, wants to create a timeless game. He or she hopes you want to play this game for the rest of your life, and then pass it on to your kids.

A game publisher doesn't care if you play the game at all. They're happy if you buy it to put on your shelf to add to your collection. They want you to like what they sell, of course. But they're happier if you play the game once and then never play it again. That way, you're ripe to buy the next game they sell, which won't happen if you're still enjoying and playing the previous game.

Microsoft knows this; that's why their operating system is made only so good but not better. Windows XP was too good, and now no one wants to buy Vista.

Until the advent of television, the interests of game publishers and game developers were closely aligned. Publishers believed that selling great games was the best market strategy. They figured that it takes a long time to saturate national and international markets with a game, and by that time the next generation is going to want to buy a new copy.

Television changed this. National and international markets became instantaneous. Instead of steady sales for years and years to hit the entire country, everyone in the country knew about the game the moment it hit the shelves. And people became more interested in television than games as a form of entertainment. Appealing to them to break away from television meant producing games that allowed them to take the "fun" of the television with them to the table. That meant television licensed games.

The problem with television licensed games, other than that they are different on the outside of the box but not so much on the inside, is that their life span is as long as the television show that supports them. Dragnet the Board Game is dead once Dragnet the television show is off the air.

Did I say problem? It was actually a great benefit to game publishers, who could sell a few million copies of the game of the week and then go right back to the art and licensing departments to get the next game of the week. You can't design planned obsolescence better than that.

Well, maybe it's a problem once you get to the interactive age of computers and video games, and you discover that people don't want to play badly designed licensed board games when they can play interactive games that are actually original and fun.

And maybe it's a problem for the game designers, whose names don't appear on the game boxes, and whose profession has been reduced to art and licensing departments.

Now we have a publishing culture whose business is to get people to buy, not to play. That means games that don't last for more than a few plays, games that appeal to collectors or fad culture, and games that need quick massive sales in order to be worth publishing - because they're not going to be worth anything next year.

Away from the spotlight of quarterly statements and earnings reports is a world where craftsman still make cabinets and ceramics and games about which they are satisfied to get decent but steady sales over a long period. Perhaps because it's over a long period. These items are meant to be used for generations, not to be sold as quickly as possible while the fad is striking, and then ripped out to make way for the next one.

You have to ask: what business do you really want to get into? What kind of designer do you want to be? What kind of publisher?

Wednesday, October 01, 2008

September Board and Card Game Patents

System and method for providing side wagering in multi-player wager-based games - This patent covers any player who is not involved in the game betting on the outcome. While you collect your jaw off the floor, I can only surmise that this passed because it gives as an example an Internet poker room, which must have confused the patent examiners into thinking that it was some sort of programming technique.

Maybe I've misread it, which would be a relief.

Card game - Each player is dealt five hole cards. Nine common cards are dealt into a 3x3 grid, with players discarding one hole card after each three common cards are turned up. Best poker hand at the end wins.

Method and device for playing a game in which values of game pieces are gradually revealed - A sliding door-like plastic thingie and a set of cards that allow you to slide the door and gradually reveal information about the card within.

Method, apparatus and article for hierarchical wagering - The problem: "Many games of chance, such as roulette, craps and twenty-one permit different wagers at different odds. The number of options may prove daunting to a beginner, discouraging new players from learning to wager. Additionally, many casinos have more patrons during busy times than can be adequately handled at the various wagering or playing positions in the casino."

Solution: Near as I can tell, it's an electronic system that let's you win or lose based on how someone else won or lost. In other words, if you like the way Person X is playing, you can simply bet on whether person X wins or loses, winning or losing with him or her. Automatically, I presume. If that's not enough, it allows you to do tertiary betting, betting on the success of some person Y who is also using the system.

Transcendental element card game using die - The principle of rock-paper-scissors in a card game. Not sure if this matters, but a die is included with the game to handle ties, if the players don't simply want to redraw. And text on the cards indicate something educational about the image ("20,000 tons of paper each year blah blah blah").

Method of playing a poker-type keno game - Texas Hold'em has a problem: "While watching people playing on these shows and at neighborhood gatherings, a novice to the game may feel overwhelmed and intimidated. This intimidation can take the form of feelings of embarrassment at not knowing how to play the games or not being able to play as fast or well as others, and can manifest itself by not trying the game or even in not gambling at all."

Solution: Five two-card hands are dealt out, and players bet on the hand they think is going to win.

Method of determining skill level in a tournament setting - Duplicate poker on a computer.

Biased card deal - Using a computer to a) deal equally valued hands to all players, and b) deal better hands to poorer players, rather than simply dealing out the cards randomly. Good luck with that.

Wagering game having a card propagation feature - From WMS Gaming, a game device that let's you hold cards from one round to the next.

No push card game - A three-card game of stud poker. Why this is original is beyond me.

Rosh Hashana Gaming

Blokus Trigon

We had friends for lunch on the first day, gamers mostly. I introduced the kids to Blokus Trigon. I think I can get rid of Blokus now that I have Trigon. Regular Blokus is a slightly better game for four players, but vastly worse for three players, so it's not worth keeping both of them.

Mr Jack

I taught this to Shirley, whose husband Bill has come to game group a few times (but is currently in the U.S.), and who promised to come as well. I know she has some game experience with Bill.

I had her play Criminal, but she didn't quite grasp all the rules of the game after my first run through, and after round one there were only two suspects. She managed to outdo that on the second try, leaving only one suspect after the first round.

I switched her to Detective, where she did somewhat better, but I sacrificed the characters I didn't need in round three, leaving me to escape the board with my first move on round four. Criminal has a slight advantage in this regard, as the even numbered rounds, when Criminal moves first, are also the rounds in which you know what the available characters will be.

Tigris and Euphrates

The three kids who played Blokus Trigon now moved over to T&E, as one of them had played once before and enjoyed it. Unfortunately, they didn't have enough time to finish, but they were having a good time (with lots of calls to me, the referee) as the game went on.

Reels and Deals

I tried this two player with Tal, and we played what was probably reasonably demonstrative of a normal game. Both of us finished two movies. R&D still suffers from one huge problem, in that the guy who makes two movies will always kill the guy who makes one. So, unless you've got the second one ready to go when the other guy finishes, you're out of luck.

Ensuring that this is possible requires a perfect set of scripts: two that are easy, so that you can fulfill them at a moment's notice, and two that are the ones you would really like to finish (worth more points). It also requires a lucky set of pulls for relevant actors and directors.

I can't understand why Tom Vasel dinged the game so much, as I find it enjoyable; I think he was just harping on the box quality and the lack of money and point counters. Pff. It's not a bad game. I just wish the ending weren't so abrupt.

Puerto Rico

Played with Rachel and Nadine, and a few buildings I don't always play with.

I used trading Post and Large General Workhouse to sell and ship goods fairly well. Rachel used Supermarket to sell corns and indigos, thwarting my attempts to keep the Trading House stuck, and buying two large buildings. I also got two large buildings, but Rachel managed to end the game before I could fill my second one. Meanwhile, Nadine had Large Business and an early Coffee sale.

It all ended very closely: Rachel 50, Nadine 48, me 47. If my big building had filled, I would have won.

Yehuda

Monday, September 29, 2008

Happy New Year

It's Rosh Hashana time, again. High and low holidays abound over the next few weeks, so who knows how often I'll get a chance to post, let alone think about topics that may interest you.

Let's all have a happy and healthy new year. This year, let's make peace with those with whom we've been meaning to make peace. This year, let's forgive those who don't deserve it, but against whom holding a grudge is doing more harm to us than to them. This year, let's start and finish at least one of those things we've been meaning to: a game, a story, a trip, a proposal, a business, a move, a routine.

This year make the world better. Start with yourself. Then your family. Then your block. Then your community. Then your country. Then your planet.

Bless you.
Yehuda

Sunday, September 28, 2008

10 Stupid Must (Not) Buy Toys for Christmas

Lots of stores are jumping on the Christmas bandwagon already. In September. So I figure, why not me? I can be just as crass, commercial, and annoying as they can. So here's my list of must (not) buy toys for this Christmas (yeah, I'll give you a real list later).

It's easy to find joke and gag toys, or adult toys from novelty stores. That's no challenge. The trick is to find real toys that might actually fall into the hands of unsuspecting children.



1. Sweeney Todd: Razor Prop Replica - "Slice and dice with Sweeney Todd! Lifesize prop replica from the Oscar-winning film! Your friends will think you're really sharp when you flash this authentic prop replica of the singing barber's straight razor..."

This is made out of "real metal". Yes, a real (but dull, I hope) metal razor for your young'un, so he or she can pretend to be the demon barber who slashes throats.



2. OCD Obsessive Compulsive Action Figure - I'm guessing that this one is a joke, but I can't tell for certain. If it's a joke, I don't get it.



3. Trailer Trash Doll 12" in Collector's Box - See, this one I know is a joke. Only it's based on an old joke called "Trailer Park Barbie", which some company used as inspiration to make the actual doll.



4. AVENGING UNICORN PLAYSET - Feeling petulant, and don't have a voodoo doll lying around? This play set comes with a boss, a hippie, and a mime for impaling on your pretty play unicorn (with interchangeable horns).



5. Billy Bob Lil' Vampire Pacifier Headband Combo Pacifier - Dress up your baby with this hysterical pacifier that makes him look like a vampire. Comes with matching headband.

If this isn't weird enough, the same company sells buckteeth, piglet, and other pacifiers.



6. Pee & Poo Plush Dolls - Set - Supposedly a lighthearted set of dolls meant to prepare your child for potty training.



7. Giant Microbes The Clap - Gonorrhea (Neisseria gonorrhoeae) Venereals Plush - As long as we're on the subject of plush toys, who can resist this lovely plush gonorrhea doll? You certainly can't resist the real version!

You can also catch Chlamydia, Herpes, Syphilis, and lots of other great diseases. Trade them with your friends!



8. Good Bye Kitty! - Dead Pets: They'll Never Run Away - Completing our plush series, this fine plush dead roadkill cat, complete with tire tracks.



9. Dead Duck - Continuing with the dead animals theme, I suggest replacing a kid's real rubber duck with this one while they're not looking. Then tell them that they killed the duck. Yeah, they'll cry for a few hours, but deep down they'll think it's pretty funny.



10. Hog Wild Pro Thumb Wrestling - Changing gears, here's a candidate for dumbest toy ever invented. I'm wondering about the market research that went into this one. By the time you find it in the drawer, the match is over.



11. Super Soaker Oozinator Blaster - I believe this was featured once on The Daily Show, where Samantha Bee called it "Junior's first money shot".