[game_edu] game_edu Digest, Vol 67, Issue 9
Michael Lubker
snowballz.game at gmail.com
Sat Apr 17 01:47:37 EDT 2010
Challenge Games' Warstorm might be worth a look.
http://apps.facebook.com/Warstorm
~M
On Fri, Apr 16, 2010 at 6:02 AM, <game_edu-request at igda.org> wrote:
> Message: 2
> Date: Thu, 15 Apr 2010 20:54:04 -0700 (PDT)
> From: Ian Schreiber <ai864 at yahoo.com>
> Subject: Re: [game_edu] Looking for articles, books or other stuff
> based on porting board games to videogames
> To: IGDA Game Education Listserv <game_edu at igda.org>
> Message-ID: <777784.72114.qm at web39705.mail.mud.yahoo.com>
> Content-Type: text/plain; charset="us-ascii"
>
> 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 (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
>
--
~ "Democracy is two wolves and a lamb voting on what to have for lunch.
Liberty is a well-armed lamb contesting the vote!" - Benjamin Franklin
~ "In conflict, straightforward actions generally lead to engagement,
surprising actions generally lead to victory." - Sun Tzu
http://zeolitestudios.com
http://axeloinc.com
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