tag:blogger.com,1999:blog-30766504.post8182819934756182228..comments2024-01-15T03:36:11.777-05:00Comments on Teaching Game Design: Soundbytes from Protospiel and SIGGRAPHUnknownnoreply@blogger.comBlogger4125tag:blogger.com,1999:blog-30766504.post-61919535668563696422009-09-16T21:30:01.337-04:002009-09-16T21:30:01.337-04:00You your site!! Great work!You your site!! Great work!Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-30766504.post-81309361565163525522009-09-09T21:19:57.351-04:002009-09-09T21:19:57.351-04:00Knizia's LOTR is one of the first co-op board ...Knizia's LOTR is one of the first co-op board games from modern times. Arkham Horror is another that you may enjoy (especially if you like Lovecraft-themed games). Neither of these really caught on in the hobby game market the way Pandemic did, partly because of play length (2+ hours is too long for casual play).<br /><br />You're correct that LOTR doesn't allow players to show their cards, but it does not prevent them from explicitly stating every exact card in their hand. While it's true players COULD lie or bluff, they have no incentive -- they are all on the same team, they all win or lose together. So in practice, you may as well just play with open hands. Pandemic takes this approach as well.Ian Schreiberhttps://www.blogger.com/profile/03146360375570794401noreply@blogger.comtag:blogger.com,1999:blog-30766504.post-60925124830752916252009-09-09T14:22:33.945-04:002009-09-09T14:22:33.945-04:00I just got Reiner Knizia's Lord of the Rings a...I just got Reiner Knizia's Lord of the Rings and played it for the first time over the weekend. It is also a co-op game with the players playing the hobbit roles. In an interesting mechanic, the players are free to discuss anything, but you are not allowed to actually show your cards to anyone else. Technically, this allows players to lie about what they have or don't have when it comes to laying out cards for the team. It sort of creates grey knowledge, I guess.<br /><br />As for which part is art: if you follow the Reader-Text relationship laid out by Wolfgang Iser, the artistic experience cannot exist without and is different for each reader (viewer, participant). So especially in games, where the design goal is to create an experience, you need both halves.<br /><br />Thanks for the scouting report and the links. Looks like I have some web-trolling to do.Kevin O'Gormannoreply@blogger.comtag:blogger.com,1999:blog-30766504.post-18931573074919584212009-09-03T16:48:03.255-04:002009-09-03T16:48:03.255-04:00If you search "online tabletop gaming", ...If you search "online tabletop gaming", you'll see some examples of the systems currently made to allow people to play tabletop RPGs over the internet.<br /><br />This is an interesting blog. This is the first time I've seen it, and I think I'll pay some attention.Steven Eganhttps://www.blogger.com/profile/05389795610060192074noreply@blogger.com