Friday, 28 March 2014

Tweaking The Royal Game of Ur

The Iterative Process

Since there are two boards, I had to choose which one to start iterating. I started playing on both boards and got a feel for both of them. To begin with, I chose to use the board discovered by Finkel, for that ‘sprint to the end’ feel than the other board where there are safe zones at the finish line. This board also greatly compliments the rules translated by Finkel. These rules were adopted for play testing, found in the book “On the Rules for The Royal Game of Ur” by Finkel.

Game Rules
  • Each Player begins with 7 tokens
  • Each player starts on opposite sides of the board.
  • Players decide who starts first, with any desired method
  • The player who starts rolls four d4 die, each coloured on two tips.
  • The player moves a single token forward according to how many coloured tips are rolled
  • If a player’s token lands on a “Rosette” square, they get another turn.
  • The purpose of the game is for each player to get all of their tokens off the board, following the pathway shown in the diagram below.
  • If a player’s token is moved on top of the opponents token, the token that was first on the square is returned to the player.
  • A token on a “Rosette” square is safe and cannot be taken.
  • If a player cannot move that turn, that turn is lost
  • For a piece to leave the board, you need to roll the exact number of space needed to exit. If this is not possible, then that turn if forfit.



To begin with, I decided to add a mechanic to the game by allowing players to stack counters on top of each other. This allowed for faster game play as multiple counters can leave the board at the same time. It also allowed strategy into the game, in the form of which tactic to go for (To rush single counters to the end or build up and amassing forward). This added some dynamic to the game other than just moving a single piece forward at a time. It also added some realism to the game in terms of modern war games, where it feels you are stacking an army of units, rather than single lone soldiers moving out. This gave the feel that the player is playing a role of a General, commanding his troops in a turn base strategy style. With a little a aesthetics to the board and counters, I would be able to theme the game successfully for those types of gamers.

After play testing this new rule, the game quickly became tenser as the pace of the game was much quicker than before. It wasn’t long before a dominant strategy occurred where the pace of the game at the start would sbe extremely slow as both players would stack all their counters into one giant stack and then relying on one dice roll to get all their counters to the end of the board, which the frustration of losing all your counters
It was apparent that the random aspect of a dice roll could be manipulated to increase “funativity” (Noah Falstein, Gamasutra:Natural Funativity, 2004).

To keep inline with my initial idea to appeal more to the modern gamer, I wanted to add a battle mechanic that is more engaging rather than just landing on a piece. I looked into other board games to see what I could come up with that can be interesting whilst easy to implement.
I landed on the game of Risk and how its core battle mechanic allowed for engaging battles with a fairly easy mechanic.
By introducing the battle mechanic to the game, stacks which are smaller than other stacks have a chance of taking out the bigger stack by a few lucky dice rolls. The rule I added was the following:
           
‘When a counter (or stack of counters) landed on an opposing counter (or stack of counters), each player rolls a dice for the first counter on the stack. The player with the lowest dice roll removes their counter from the board. If there is more counters (e.g. two stacks clashing) then the process happens again until only one player is on the space.’

Much like the battle system in Risk, a losing player can still win by a few lucky dice rolls. This addition made the game even more nerve-wracking then before, allowing small victories and losses impact the game entirely.
This aspect not only relates to similar divination methods of previous games but also provided the losing players to keep playing and fighting, without the feeling of total defeat. (Mark LeBlanc, Salen and Zimmerman's The Game Design Reader p438 - p459).


After play testing with this rule in place, I knew that it was a much needed addition to the game; not only did it allow the losing player to snatch back up to the winning square, but also nulls out possible boredom and negativity to the game. Due to the randomness of die rolls, it added a lot of tense effects. This also allowed some strategic methods of play due to the chance of a single counter being able to take out an entire stack of seven tokens.
This is the exact type of reaction I was hoping for when I started iterating the game, by making players think about what tactic to use and how to counter the opposing player which another.

Thursday, 27 March 2014

Going Cardboard: A Board Game Documentary (2012)

Going Cardboard
Running time: 76 minutes.
Director: Lorien Green.

This documentary is about Spiel des Jahres, or 'Game of the Year' award for excellence in board game design which was created in Germany in 1978. This competition contributed in a sudden fluctuation in variety and sophistication of creators and designers alike. In the mid 1900's, America began to see new types of board games quietly being developed and forever evolving in Germany for the past 30 years, thanks to the popular board game The Settlers of Catan.

Designer board gaming is a popular hobby made up of dedicated and enthusiastic individuals. This documentary helps the newcomers become aware of what they have been missing, while letting the experienced hear from real designers which designed some of their most favorite games, and a look behind the scenes at how the board game industry in a designer's eyes run.

New Games Journalism vs Old Games Journalism

Old Games Journalism is the reviewing of game mechanics, graphics and controls. Such reviewing would explore the core game without story or player reactions.

New Games Journalism reviews the games looks and interaction and reaction of the player's point of view. this type of reviewing is more personal reviewing as each information is personal.

My opinion is that you cannot review a game without both types of journalism. Everything matters in a game, it is what connects it and makes the better games flow. Reviewing on only one part of a game does not give it justice at all.
My view is that there needs to be both Old and New Games Journalism to properly review a game, not one or the other. This would mean that reviews and articles would be longer, but they will review all aspects of the game rather than a particular area.

Remediation

Remediation is the incorporation or representation of one medium in another medium.

According to their book Remediation: Understanding New Media by J. David Bolter and Richard A. Grusin, remediation is a defining characteristic of new digital media because digital media is constantly remediating its predecessors (television, radio, print journalism and other forms of old media).


Remediation can be either Complete or Visible. A film based on a book is remediating the printed story. The film may not provide any reference to the original story or acknowledge that it is an adaptation.

Differently, a medium like a movie clip can be used outside of the film and placed as a new medium like music. This is called Visible remediation because, "he work becomes a mosiac in which we are simultaneously aware of the individual pieces' and their new, inappropriate setting."





Bolter and Grusin, J. D B and R. A G, 2001. Remediation: Understanding New Media. 1st ed. Cambridge: MIT Press.

Games Britannia: Joystick Generation

Benjamin Woolley concludes his three part series in his final episode of Games Britannia episode three: Monopolies and Mergers.

Games Britannia Part Three: Joystick Generation
Presented by Benjamin Woolley.
Duration: 59 minutes.
First broadcast on BBC4 in December 2009 as part of the Game On season.

In this final episode, Woolley talks about digital games. He begins with the arcade game era; the 1980s.
During this, he mentions games like Pacman and Space Invaders which are still played today and have and still are inspiring countless other games. Woolley continues to explore games in the 1990s where alot of female video game characters were created such as Lara Croft. Finally, he finishes off by mentioning internet gaming, which gave birth to Massive Multiplayer Online games, notably the world famous and widely played World of Warcraft.

La Decima Vittima

A rather odd film where in a dystopian future, the world has been desensitized to killing and death. A competition where two people are assigned as either a hunter or a victim. The hunter is shown a picture of the victim's face and is on an active search to kill them. The victim is unaware of the looks of the hunter but is able to kill the hunter when found out. The story is about a woman who needs to win one more game to gain wealth and retire. Her last game becomes complicated as she becomes romantically involved with her victim.

As I have read Battle Royale, it doesn't surprise me that this type of genre is popular. Movies like The Hunger Games that has recently come out supports this idea. I found La Decima Vittima quite interesting, painting a similar but unique dystopian future to those of the two above.

Games Britannia: Monopolies and Mergers

Benjamin Woolley continues his three-part series on games in  Games Britannia episode: Monopolies and Mergers.

Games Britannia Part Two: Monopolies and Mergers
Presented by Benjamin Woolley.
Duration: 59 minutes.
First broadcast on BBC4 in December 2009 as part of the Game On season.

In this episode, Woolley follows the political and social impact that board games used to have in Britain over the last 200 years. He focuses on a popular and well known game - Monopoly - which celebrated both wealth and avarice of The American Dream in the wake of The Great Depression. He continues to the development of board games through their post-war heyday, in which Cluedo, Scrabble and Monopoly forms a holy trinity of British family favorites that still continues to present day.

Bibliography

As an blogging assignment, we were ask to post a bibliography in Harvard standard:

LeBlanc M. 2006 “Tools for Creating Dramatic Game Dynamics”. In Salen, K. & Zimmerman, E., 2006. The Game Design Reader: A Rules of Play Anthology, MIT Press.

Jenkins, H. 2006. "Complete Freedom of Movement: Video Games as Gendered Play Space". Salen. K and Zimmermann.E. The Game Design Reader: A Rules of Play Anthology. London.



Jaeger, N.L.V., 2007. My Moving Activity Journal: Activities, Games, Crafts, Puzzles, Scrapbooking, Journaling, and Poems for Kids on the Move - Second Edition 2nd ed., Soaring Moon Books LLC.

Finkel, I. L. (2008) "On the Rules for The Royal Game of Ur". In I. Finkel ed. Ancient Board Games in Perspective. London: British Museum Press.

D.I.C.E.. (2013). Journey Game Creator Jenova Chen "Theories Behind Journey" - Full Keynote Speech. [Online Video]. 08 February. Available from: https://www.youtube.com/watch?v=S684RQHzmGA. [Accessed: 13 October 2013].

TED TALKS. (2014). Edward Snowden: Here's how we take back the Internet. [Online Video]. 18 March. Available from: https://www.ted.com/talks/edward_snowden_here_s_how_we_take_back_the_internet. [Accessed: 25 March 2014].

Games Britannia: Dicing with Destiny

Benjamin Woolley talks about popular games through history in Games Britannia episode one: Dicing with Destiny.

Games Britannia Part One: Dicing with Destiny
Presented by Benjamin Woolley.
Duration: 59 minutes.
First broadcast on BBC4 in December 2009 as part of the Game On season.


He explains how Ancient and Medieval games weren't just about having fun, they were of prophetic significance. This, however, was lost through the middle ages as gaming went from it's spiritual element to being associated to gambling.Both dice and card games flourished, but in the Victorian Ear, these games received a moral backlash and transformed games in general into moral educational tools.
At the same time, Britain created the first commercial games industry, creating games such as the Staunton Chess Set, Ludo and Snakes and Ladders, all adaptations of original games from other countries.
Lastly, Woolley delves deeper into the meaning of Snakes and Ladders, which the original representation was that of a Hindu journey to enlightenment. This meaning was lost to commercialism and transformed the game into a popular but banal family favorite.