Showing posts with label game theory. Show all posts
Showing posts with label game theory. Show all posts

Tuesday, February 19, 2013

Sedition Wars: Upping the Strain



I hate to admit it, but the Strain need all the help they can get. Don't get me wrong, i'm still loving the game, but it needs a bit of tweaking.  With the right mix of Vanguard units, it's pretty tough for the Strain to win, in at least campaign scenario 1 and 2.  Here some modifications i've gathered from the forums which i'm going to try out in the next game:

Friday, June 15, 2012

The Game Design Reader: A Rules of Play Anthology


If you like designing games or even just modding them, take a look at this book. It's got articles about everything, from video games (half-life) to Magic the Gathering. I found it super intriguing to learn what worked or didn't work in making successful games. It's also huge (954 pages) and for $35 at amazon it's a pretty good deal. I came across it at my university arts library when working on a class paper. Recommended!

 In other news, i've been playing a lot of Super Dungeon Explore lately! it's pretty great, i'm loving it, seriously. Almost done painting up my first figure, the dwarf, so i'll be posting that soon hopefully!

Wednesday, August 18, 2010

Star Wars Miniatures: a mini-review and map resources

Ah! Sorry folks, haven't posted anything for a while now, but been working on several new posts!
-Lady Gaga's Disco stick build
-Arcane Legions
-New cooking recipe, Banana Ice cream!
-miniature gaming
My problem is always wanted to collect more info so i have a more complete post, but maybe that's not the point of blogging, eh? Read on for a mini-review of Star wars Minis, which in my opinion is a great game.

Monday, May 31, 2010

Best Background Music for Tabletop Miniature Gaming

For Arcane Legions: Hans Zimmer, hands down. Que up some Hans Zimmer in GlooveShark, play all, and enjoy a night of thematic music for your epic conflicts! Actually, Hans Zimmer is probably the best background music for any tabletop miniature game, but maybe more for historical/fantasy themes like Warhammer Fantasy.

For Mechwarrior or sci-fi themed games (WH40k), the soundtrack for MechWarrior 2 (old computer game) is excellent. Lots of slow and heavy beat tracks that just exudes a 100-ton walking robot.

For Star Wars Miniatures: John William's Star Wars soundtracks of course!

Sunday, May 30, 2010

Board Game Review: Dominion

"DOMINION" he said with a gleam in his eye
Dominion is basically our new favorite game bypassing Settlers of Catan as the most frequently-played. Yes, it's THAT good.

Wednesday, May 19, 2010

Miniature Gaming: Arcane Legions Review

Tonight, we dine in ARCANE LEGIONS!

Finally played my first game of Arcane Legions the other day! For those of you who don't know, Arcane Legions is a mass-action, tabletop miniature game, focusing on scores of troops in various formations for epic-scale battles! Between spending all my time painting the Roman faction and magnetizing the entire game, i've not actually played the darn game until recently! So here is my review based on the first playtest.

Tuesday, May 11, 2010

The right way to introduce a game

The Hand of God

I love games. All sorts of games: Board games, collectible cards games (CCGs), and more recently tabletop miniature games, i play them all! But the only problem is you need someone to play with!

So the question is how do i teach a game to someone so that they'll want to play again later?

Rule 1. Simplify the game
What you want to do for the first game is to just focus on the mechanics of the game. You want the newbie to get familiarized with the basics of how the game works. Although alot of the strategy is in the special rules and details, it's hard for a newbie to grasp those strategies even if you straight up tell him because he's trying to learn the basics of the system at the same time. Here are some specific suggestions for different game types:
  • CCGs (Magic, Star Wars CCG, World of Warcraft TCG) - Ignore all the game text and just focus on the common card attributes like cost, attack, defense required for basic play. There is a reason why starter decks for Magic mostly include basic creatures with no game text. In a well-developed CCGs there are a ton of bold keywords/special rules and for a first game they should be ignored.
  • Tabletop miniature games (Mechwarrior Clix, Star Wars Minis, Warhammer) - A lot of the tactical depth are in special rules for attacking and model/character specific rules. Again, i'd say leave most of those out and just focus on the core aspects of unit movement and attack mechanics. Warhammer is probably the worst game in terms of number of special rules; you have entire books dedicated to faction-specific traits, tons of special characters, and even the rule book says it's easier to ask someone how to play than read the rules.
  • Boxed games/board games (Settlers of Catan, Dominion, Carcassone) - generally these are designed to be more accessible for the lay person, and you usually don't need to simplify the game for a new player.

Rule 2: Let them win
This is something more psychological. If you completely blow a newbie away with your outstanding knowledge of tactic and rules in the first game, they'll feel that they never had a chance and they'll not want to play again. FAIL. You can't rub a win in a person's face when they're just learning how to play. Save the victory dance for a worthy opponent! Take the first game casually, keep the mood light, talk about your tactics and plan, and use encouraging suggestions. In fact, let them win the first game! It makes them feel better and they'll want to play again!

Better yet, if you can have two newbies play against each other and you act as the GM (Game Master/moderator) that's probably the best situation. It keeps the skill level fair AND you get one more player for future games!

After the first game
Depending on the complexity of the game, you may still wish to play a few "tutorial" like games before going serious. You can slowly introduce a couple new rules in each game, and if you can mix it into the scenario even better! For example, i made a sequence of 3 Mechwarrior Clix games where I introduced artillery strikes the 2nd game and flying units in the 3rd game. Video game makers do a good job doing this, just think of how the early Starcraft levels were designed.

Conclusion: Maybe you thinking that this is all quite obvious and I would say that you're right! But the take away message from this article is to consider the first game in terms of maximizing fun for your friend, not for you. If he/she has a good time, he will more likely play the game again and hence the game you love gets played more often, which means more fun for everyone in the long run. And remember, it's just a game! Have fun!

Friday, March 26, 2010

What makes Settlers of Catan a great game?


In our gaming group, Settlers of Catan is by far one of the games we've played the most, making it one of our favorite games. In my musings to understand what makes a great game, i've come up with a theory i'd like to posit here: Settlers of Catan is a great game because it "gives you the illusion of control, but is actually mostly based on chance." Let me explain.

Luck vs Skill

Most games usually involves luck and skill, which I see as a continuous line from all luck to all skill. Skill-based games give you sense of control and satisfaction that comes from the challenge of learning and playing against other skilled opponents. The classic example of an 100% Skill game is Chess. There is no element of chance and the seasoned player will win pretty much all the time. Every move you make has a direct result on the game outcome giving you a great sense of control. On the other end of the Spectrum is CandyLand which is 100% luck. Everything is dependent on the dice roll and you basically have no decision-making capability. A machine which rolled the dice and moved the pieces could play the game for you. The upside is that these games are very fair for new players. Hence, these games are fun because anyone can win (and they tend to be easier to learn the rules). Most games fall somewhere between of all-luck and all-skill, trading off the benefits of one for the other.

What about Settlers of Catan?

The reason we play Settlers so often is because there are many strategic options to explore, giving it great replay value. It is a very active game and there is very little down-time; you are constantly gathering resources and trading even when it's not your turn. At the same time, the game is very fair for new players and it is quite common that new players win the game over seasoned veterans (given the right initial conditions*). This is why we like to play the game at parties because even new players can have fun.

Because of this fact that new players have a good chance of winning over seasoned players, it gives good evidence that the game is actually mostly based on chance. However it doesn't feel like it because you are constantly doing stuff: drawing cards, trading with other players, and building roads and cities. You feel like you are always in control and allowed to pursue your own strategic agenda. Being a game that "gives you the illusion of control, but is actually mostly based on chance," give you the benefits of both Luck and Skill-based games in one, which I think is why Settlers of Catan is a great game.

*The biggest effect on outcome of the game is probably initial placement of settlements, which directly determines your chance of resource gathering from the dice roll. We found in our games that giving new players guidance on placing their initial settlements (on high pip count, 6 and 8's) makes the game fair for them to win. Also, it means they're very active throughout the game, constantly drawing resource cards, and thus they have fun playing, meaning they'll play again.