
Game Theory
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Taekwan Kim's Blog - Validation Theory
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. As opposed to an MMORPG where the point is to kill time, a board game should aim to finish in 2 or 3 hours, so the goal is important. You might only have a dozen turns to run around a board killing mobs, taking their stuff, and building your character.Do you have no idea what most of the games discussed here are all about? Greg Aleknevicus tries to give a brief explanation of the "German game scene".
Archives
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. What really is the role of randomness in games, and how can designers work to harness it to beneficial effect? Magical Thinking

