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Taekwan Kim's Blog - Validation Theory

http://www.gamasutra.com/blogs/TaekwanKim/20100609/5330/Validation_Theory.php Today, I’d like to propose a very basic idea: a consequence is a reward whenever it validates the player. Conversely, and more importantly, a consequence is a punishment whenever it in validates the player. Simple, yes?

The Mathematics of Magic: The Gathering

http://www.kibble.net/magic/math.php Introduction to Magic: The Gathering A Mathematical Introduction A Description of the Game A Sample Game Why Experience Counts Two-Person Game Theory What Does It Mean? The Basic Concepts Two-Person Game Theory and Magic: The Gathering
http://www.bgdf.com/node/1382

Goal-oriented fantasy lite-RPG design: "Kingdom Siege" | Board G

('mob' = 'mobile object'; monsters; goblins, skeletons, trolls, ogres, etc; bad stuff that needs to be killed) I've been doing an ongoing study of cooperative DM-less fantasy RPG boardgames with strong character building (experience, skills, equipment, special abilities, physical attributes, spellcasting), believable AI (semi-programmed, semi-random), tactical combat (as opposed to roll-and-compare), and procedurally-generated content. I've noticed there are three types of goals in most of these games: 1.
2001 Gamers' Choice Awards Nominees Committee member Greg Aleknevicus says a little bit about each of the multi-player nominees. 2002 Gamers' Choice Awards Nominees The finalists for this years' awards in both the multi-player and two-player categories. 2002 Gamers' Choice Awards Winners The results of this year's Gamers' Choice Awards in both the Multi-Player and Two-Player categories. http://www.thegamesjournal.com/Archives.shtml#Articles

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The following is the presentation I gave at GDC Austin '09. In general, we tend to think of randomness in games as a bad thing. Our sense of fiero or accomplishment at winning a game depends on the feeling that we have, in some sense, mastered it, and either that we out-played our opponents, or at least, in a soloplay game, overcame the challenges it posed by dint of hard work and skill. If, instead, we feel that we just got lucky -- or, worse, that someone else won even though we were obviously the smarter player, because they just got lucky -- we're likely to think less of the game. But clearly many, many games have some random elements, and some are highly luck-dependent, and yet people continue to play them.

Play This Thing! | Game Reviews | Free Games | Independent Games

http://playthisthing.com/randomness-blight-or-bane