[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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