
Game Theory
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Taekwan Kim's Blog - Validation Theory
The Mathematics of Magic: The Gathering
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.
Archives
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.

