[game_edu] Looking for articles, books or other stuff based on porting board games to videogames
Simon Et. Rozner
infonaut at gameonaut.com
Sat Apr 17 00:27:56 EDT 2010
Definitely agree with you guys. It is definitely a very valuable book. I
started using it in my classroom as well.
The exercises are the most valuable part of it and definitely go two ways.
Simon
___________
Lecturer
DigiPen Singapore
Philip Tan wrote:
> I, too, would like to shamelessly plug "Challenges for Game
> Designers". If you've never seen it before, each chapter ends with
> specific design activities, and actually doing them can be extremely
> illuminating and make the points far easier to remember than just
> reading the book cover-to-cover.
> ----
> Philip Tan
> Singapore-MIT GAMBIT Game Lab
>
>
> On Thu, Apr 15, 2010 at 11:54 PM, Ian Schreiber <ai864 at yahoo.com
> <mailto:ai864 at yahoo.com>> wrote:
>
> Hi Carlos (and anyone else who might be interested),
>
> If you were talking about making a board-game version of a video
> game (digital to physical), I should shamelessly plug "Challenges
> for Game Designers" which has a chapter devoted to that topic.
>
> If you're going the other way, making an online version of a
> physical board game, I don't know offhand of any articles but I do
> know a few basic concepts:
>
> Basically, the design of the game mechanics is already done, but
> that doesn't mean you can fire your game designers :). Rather, it
> means your game design tasks must focus on UI.
>
> What makes a good digital UI for a physical board game? In
> general, it mostly involves simplifying the game interface with
> the goal of making gameplay faster and more streamlined. Examples:
> * Automation of non-decision-based tasks (e.g. setup, cleanup, upkeep)
> * Simplification of physically complex tasks to single button-presses
> * Where applicable, AI opponents to allow single-player play of a
> multiplayer game.
>
> In my classes, I like to use case studies. My two favorite examples:
>
> 1) "Hey, That's My Fish!" is a very simple tile-based tabletop
> game for 2 to 4 players. In short, each player places several
> penguins each on their own hex tiles. On your turn, you select one
> penguin to move in any direction, any number of spaces... but it
> can't jump over another penguin or an empty space. After moving,
> you take the hex you started on off the board and place it in your
> score pile. If a penguin is isolated on its own tile, it is
> removed from the board and you score that tile. Game ends when all
> penguins are removed. The strategy involves trying to isolate
> other players' penguins on small islands while trying to trap your
> own penguins on large areas.
>
> The beginning of the game requires a bit of setup, as you have to
> shuffle 60 hex tiles and lay them out in a roughly-square
> configuration, rearranging them as needed to prevent too many
> clusters of high-scoring tiles. At the end of the game players
> must count their points (each hex is anywhere from 1 to 3 points).
> The actual play of the game takes maybe 5 minutes, and frankly the
> setup and scoring takes as long as the play.
>
> Now, take a look at the game on www.brettspielwelt.de
> <http://www.brettspielwelt.de> (there is a treasure trove of other
> board games there, and all free). Indeed, tile setup is automated,
> instantly making the game better. It also counts points for tiles
> automatically, so scoring at the end of the game is instant. At
> first, it would appear the online version is now superior to the
> tabletop version.
>
> But then, as they say, the designer grasps defeat from the jaws of
> victory. In end game situations where individual penguins are all
> isolated on their own multi-tile islands (which happens in most
> plays), in the tabletop game, players just manually collect all of
> those tiles. However, in the online version, it offers no
> "pathfinding" for islands and therefore forces players to manually
> click and move until all penguins are on single-tile islands. In
> other words, after the game is already effectively over, the
> players still need to spend 2 or 3 minutes just clicking and
> moving, over and over, to manually let the computer figure out
> that the game is over. Oops!
>
>
> 2) Compare several computer versions of the classic board game
> RISK. My favorite version, though you'll probably have to find an
> emulator these days to play it, was the version for the old Apple
> Macintosh. In the settings, you could tell it to keep rolling on
> an attack until you succeed or fail, and you could also place all
> of your armies in a single location by Shift+Click. Between those
> two things and AI opponents (with 3 difficulty levels) that take
> their turns instantly, you could finish a complete game in about
> two minutes... and while you may not have the satisfaction of
> trouncing other people across a table, you make up for it by
> having a game that takes minutes instead of hours, making it a
> great coffee-break time waster.
>
> Now, compare to a more recent version of RISK, on PC or console.
> Many of these have much nicer graphics, but do not offer the
> shortcuts that allow for play that the old Mac version did. These
> games still may take shorter than the original board game... maybe
> 10 to 30 minutes per play... but they still feel slow to me
> because I know there's extraneous things like cut scenes of armies
> attacking or showing the virtual dice rolling, which make
> everything take longer. Console versions in particular lack
> point-and-click functionality, forcing you to wait for a cursor to
> move around the map using analog sticks.
>
>
> Note that some mechanics translate better to digital versions than
> others. In particular, games where players act asynchronously tend
> to work better than those where play is simultaneous. Negotiation
> and trading mechanics tend to feel slow online compared to
> tabletop play; compare trading resources in person with Settlers
> of Catan, versus the XBLA version (and mind you, the XBLA version
> in particular did a stellar job at streamlining this aspect of
> play... but even still, nothing is as fast as just asking "anyone
> got grain for sheep?", having someone respond "no, but I've got
> brick", then saying "sold" and swapping cards). Games like Brawl
> or Pit that have everyone acting all at once are so difficult that
> it would make a pretty extreme challenge as a port. Magic: the
> Gathering is also challenging, not only because of the overly
> complex mechanics and card interactions, but because of all of the
> phases during play where players can interrupt one another to take
> an action in response to another players' action; note that with
> MTG Online they go to great lengths to streamline this, allowing
> players to turn off their response prompts to certain types of
> events and having a Chess-like clock to prevent players from
> stalling the game too much.
>
>
> Hope this helps!
>
> - Ian
>
> ------------------------------------------------------------------------
> *From:* Carlos Contreras Peinado <erwaitin at gmail.com
> <mailto:erwaitin at gmail.com>>
> *To:* game_edu at igda.org <mailto:game_edu at igda.org>
> *Sent:* Thu, April 15, 2010 6:57:20 PM
> *Subject:* [game_edu] Looking for articles, books or other stuff
> based on porting board games to videogames
>
> Hello,
>
> I'm trying to learn about porting board games to videogames from a
> game design perspective. Anyone knows about good books, articles
> or any other stuff about this? Thank you!
>
>
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