The Hotness
Games|People|Company
Dominion: Dark Ages
Total War
Mage Knight: Board Game
Fantastiqa
Libertalia
The Lord of the Rings: Nazgul
Descent: Journeys in the Dark (Second Edition)
Eclipse
Mice and Mystics
Doctor Who: The Card Game
Lords of Waterdeep
Star Wars: X-Wing Miniatures Game
Agricola: All Creatures Big and Small
Dungeon Fighter
Android: Netrunner
Virgin Queen
A Game of Thrones: The Board Game (Second Edition)
Glory to Rome
Infiltration
Collapsible D: The Final Minutes of the Titanic
Dominion
The Lord of the Rings: The Card Game
Twilight Struggle
City of Horror
Snowdonia
1989: Dawn of Freedom
Goa
Sherlock Holmes Consulting Detective
Agricola
Among the Stars
7 Wonders: Cities
7 Wonders
The Swarm
Through the Ages: A Story of Civilization
Arkham Horror
Village
Ora et Labora
Battles of Westeros: House Baratheon Army Expansion
Race for the Galaxy
War of the Ring
Trajan
Kingdom Builder
The Castles of Burgundy
Zombicide
Twilight Imperium (third edition)
Space Alert
Dungeon Command: Sting of Lolth
Hacienda
Battlestar Galactica
Ground Floor

Pulsipher Game Design

This blog contains comments by Dr. Lewis Pulsipher about tabletop games he is designing or has designed in the past, as well as comments on game design (tabletop and video) in general. It repeats his blog at http://pulsiphergamedesign.blogspot.com/
Recommend
10 
 Thumb up
 tip
 Thumb up

February Miscellany

Lewis Pulsipher
United States
Linden
North Carolina
designer
Avatar
mbmbmbmbmb
Thoughts about some game-related topics that are not long enough for separate blog posts.

**
I will be at PrezCon in Charlottesville, VA from Thursday through Sunday. I'm scheduled to give a talk and question/answer session about game design at 9PM Friday.

**
We've been talking about depth in games, and how games and gamers have changed. The following quote from Dame Eileen Atkins, a famous British stage actress ("Dame" is the female equivalent of "Sir"), provides some backup for what I've been saying, from an entertainment realm other than games. She was talking to a newspaper writer in New York in October 2003, more than eight years ago now:

"In England, as here, there are always two kinds of audiences: the Royal Shakespeare and the West End. In the last 10 years, audiences have been changed by television. One can tell: people don't concentrate and they expect lighter fare - and I do hate disappointing the audiences. One lady came up to me afterwards here [NY], very complimentary, and then she said 'Well, this is terribly heavy.' And I thought 'Oh dear, you think this is heavy? Because it isn't, it's just serious.'"

Gameplay depth, which requires concentration and planning and some attention to detail, tends to be "terribly heavy" entertainment these days.

**
"Copy-cat" games--direct, blatant clones--are a big problem in the video game industry, especially the small games popular on Apple iOS. For example see http://www.gamesindustry.biz/articles/2012-02-06-apple-remov... . Long ago, Diplomacy was cloned in Brazil (with the addition of a supply center somewhere in the south, I think). I recall seeing an ad a couple years ago for a game called something like "Tetris the Strategy Game" that was clearly a blatant copy of Blokus, but I don't follow publishing closely enough to hear of other examples of cloning. Is cloning becoming a problem on the tabletop?

**
5th edition D&D is supposed to unify the editions so that players can customize the game to suit their tastes, whatever edition they prefer. But I notice that to comment on Monte Cook's discussions, you must be a subscriber to D&D Insider, so people who aren't 4e fans (Insider subscriptions are for 4e players) are excluded.

**
"Multiplayer solitaire" is usually a case of a puzzle that's been turned into a contest. A contest is any activity that can be timed or assigned points, or measured in some other way (as in how far a coin falls from a wall or how far one can throw a baseball). If two or more people try to beat one another's performance in this, and have no way to hinder or help other participants, then you have a contest. Another example, type for five minutes and whoever types the most words wins the contest.

Races are much like contests, but include some method (if only blocking) to hinder an opponent.

Contests, in and of themselves, are not games. There is no design involved. Games and puzzles require design.

**
For generals and admirals, war is a lot of risk-taking in the face of high uncertainty. There's sometimes a strong element of "yomi", reading the intentions of the other side and taking advantage of that. Chess, in contrast, is full of certainty, with nothing hidden other than the intentions of the other player.

This is one of the big problems with wargames: if they truly reflect conditions in war, they're games with a lot of chance and yomi, and that's not what some game players want. I was attracted to Stalingrad and Afrika Korps, 50 years ago, because I was able to have some control over what went on, it was something like war but also something like chess. It was "strategic". But it wasn't anything like a real war. (Of course, you can say NO boardgame is going to be anything like a real war . . .)

As Patrick Carroll says, "Chess players have the advantage of lots of 'live practice.' Generals don't. There just aren't enough wars. Of course, this relates to the issue of friction, that study does not equal reality. "

**
Someone tweeted "sometimes I feel like @lewpuls just doesn't like euro games, and he tries to justify this by denigrating them."
Say what? Obviously I don't care for them as a category. No, I don't have many good things to say about them. Yet I certainly have no need to "justify" my dislike, any more than I need to justify dislike of coconut or extremely horrific movies or regular-season baseball. Did the poster assume that Euros are "good" and anyone who dislikes them has to justify being "ungoodthinkful", as Orwell would say?

The odd thing is that some people (not necessarily this tweeter) take it personally. If you like the kinds of games you like, what the hell do you care what someone else says? I don't frenetically blast away as Michael Barnes used to (eloquent as he could be), I try to explain. But not over and over when someone is convinced that I'd like the games if I just really understood them. I do understand them, and I don't like them, *as a category*. They do not supply what I am looking for in games, in fact for me many of them are much closer to puzzle-contests than to games. I don't much like puzzles.

**
I received a PDF of McFarland's spring 2012 catalog listing my book "Game Design: How to Create Video and Tabletop Games, Start to Finish". I'm guessing it will be out in spring or summer; at this point I have not received galleys nor have I made the index. Web site at http://www.mcfarlandpub.com/book-2.php?id=978-0-7864-6952-9 .

Why would you read a book? When I was a kid in the 50s and 60s, as for generations before, a book was a treasure trove of information, something to be read carefully and absorbed as much as possible. While the book is no longer the absolute treasure trove, it still organizes information in an easily digestible form. But more important, a book can convey the experience of the author to the reader, and if that experience is valuable then this is something the reader won't get anywhere else. A major purpose for me in writing the book is to help beginning game designers avoid the "school of hard knocks" that I had to go through, applying my experience in teaching novice game designers as well.

Nowadays people are much less impressed by books because there are so many other sources of information, but if you really want to learn about something in depth a good book is probably the best way to do it other than having an experienced person teach you directly.

**
The Web and computing in general have brought about a mindset that "digital should be free". Fortunately tabletop gaming is relatively immune to this, because a tabletop game is a very tangible product. But what will happen in the long run with video games, especially now that so many are free-to-play? Will the "digital should be free" mindset ultimately drive many of the AAA video game makers out of the AAA business because they won't be able to successfully charge $60 or so for a game? If it does happen, that won't necessarily be a Good Thing, but market forces often cause Bad Things to happen.

**
I was the guest on the Ludology podcast #26 about epic tabletop games (not about the video game company). It was posted Feb 19 (find it on BGG or search for "Ludology podcast site"). Ludology is the only podcast I listen to, because it's about "the why of games", not about new games or community chit-chat or fanboyism.

**
I am gradually extracting my old articles from various game magazines to compile three novel-sized books. Often because of poor scanning or weak OCR I have to make quite a few corrections so I'm reading some of it as I go along. It's always interesting to read something that you wrote as much as three decades before, though I'm glad to say that I usually agree with myself. :-) Most of what I'm working on is RPG material and I see that much has stayed the same over three decades.

**
I need to find a 50-60 year old dictionary and look at the definition of "trial and error". To me it means guessing at a solution, trying it, and then if it doesn't work, guessing at another and trying--until you get lucky and guess right. But dictionary definitions now are broad enough that the scientific method, which is quite different from guessing, could be called trial and error. Someone suggested the substitute phrase "guess and check", so that's what I'll try to use from now on. "T&E" appears to be yet another phrase whose meaning has changed significantly over time.
Twitter Facebook
11 Comments
Subscribe sub options Tue Feb 21, 2012 4:33 pm
Post Comment
Russ Williams
Poland
Wrocław
Dolny Śląsk
Avatar
mbmbmb
Quote:
Is cloning becoming a problem on the tabletop?

I see occasional stories, but it doesn't seem a frequent problem in the world of boardgames as far as I've noticed.

E.g. a couple of recent cases (coincidentally both Russian):
Plagiarism?
What's wrong with this cover?
2 
 Thumb up
 tip
 Thumb up
  • Posted Tue Feb 21, 2012 4:44 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Martin G
United Kingdom
London
flag msg tools
Avatar
mbmbmbmbmb
Quote:
"T&E" appears to be yet another phrase whose meaning has changed significantly over time.


It means Tigris & Euphrates to me, but that's just one of those Euros you don't understand

More seriously, I think what the tweeter meant is that your explanations of why you don't like Euros involve the creation of a straw-man. Of course you're very welcome to dislike Euros as a category, but if you base that dislike on characteristics they don't actually have, people will take issue with that characterisation.
9 
 Thumb up
 tip
 Thumb up
  • Edited Tue Feb 21, 2012 4:51 pm
  • Posted Tue Feb 21, 2012 4:48 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
alan beaumont
United Kingdom
LONDON
Unspecified
mbmbmbmb
Quote:
"Trial and Error"
To me it means guessing at a solution, trying it, and then if it doesn't work, guessing at another and trying--until you get lucky and guess right. But dictionary definitions now are broad enough that the scientific method, which is quite different from guessing, could be called trial and error. Someone suggested the substitute phrase "guess and check",

Over here "hit and hope" would seem to fit the bill.
2 
 Thumb up
 tip
 Thumb up
  • Posted Tue Feb 21, 2012 5:12 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Wendell
United States
Arlington
Virginia
flag msg tools
All the little chicks with crimson lips, go...
badge
Hey, get your stinking cursor off my face! I got nukes, you know.
Avatar
mbmbmbmbmb
lewpuls wrote:
I need to find a 50-60 year old dictionary and look at the definition of "trial and error".


From the Webster's New International Dictionary, Second Edition (1951) (which I just happen to have handy in my office...):

Trial and error: A finding out of the best way to reach a desired result, a correct solution, or the like, by trying out one or more ways or means, and by noting and eliminating errors or causes of failure; sometimes a trying this and that until something succeeds.
3 
 Thumb up
 tip
 Thumb up
  • Posted Tue Feb 21, 2012 5:14 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote

Eugene
Oregon
msg tools
Avatar
mb
Quote:
I was the guest on the Ludology podcast #26 about epic tabletop games


And you were cornered again on the matter of gameplay in Tigris & Euphrates. Mr. Pulsipher, you're really going to have to play this game one of these days. "I saw it being played once many years ago" just isn't going to cut it.

At one point in that podcast, you seemed to bemoan the increasingly higher-stakes in popular entertainments. You mention how the new Sherlock Holmes movie has him "saving all of Europe", while the original stories had him battling at most a mere gang. But then you go on to say that you see nothing significant in games that exalt the mundane, like managing a factory in Power Grid: Factory Manager, even going so far as to scoff at the prospect of players baking bread in Agricola. So which is it? Do you want the large-scale, the sweeping, the ambitious, the over-powering? Or do you want a return to something less?

By the way, as a devoted bread baker, I can tell you with authority that making something real with one's bare hands and then eating that very real thing is far more significant and profound than any imaginary story-telling adventure over a boardgame.
5 
 Thumb up
 tip
 Thumb up
  • Edited Tue Feb 21, 2012 8:24 pm
  • Posted Tue Feb 21, 2012 7:49 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Kevin B. Smith
United States
Margate
Florida
designer
Avatar
mbmbmbmbmb
I'm glad we're finally getting some definitions on the table.
Quote:
"Multiplayer solitaire" is usually a case of a puzzle that's been turned into a contest. A contest is any activity that can be timed or assigned points, or measured in some other way (as in how far a coin falls from a wall or how far one can throw a baseball). If two or more people try to beat one another's performance in this, and have no way to hinder or help other participants, then you have a contest. Another example, type for five minutes and whoever types the most words wins the contest.

Ok. I can only think of two semi-popular euros that are true MPS, and therefore are truly just "puzzle contests". Cities and Don Quixote. In both, a sequence of tiles is chosen, and each player places the same tiles in the same sequence into their personal board. I'm sure there are a few true MPS games, but most of the games that people claim are MPS really are not at all. They just have interaction that is more subtle, such as blocking. It would be interesting to have a True MPS geeklist and see how many there really are. I would be surprised if there were 100.

Quote:
Races are much like contests, but include some method (if only blocking) to hinder an opponent.

It would seem that a "Drag Race" is not a race by your definition.

So apparently many euros are "races". Of course these days probably half of the euros have far more aggressive hindering options than blocking.
Quote:
I do understand [euros], and I don't like them, *as a category*. They do not supply what I am looking for in games, in fact for me many of them are much closer to puzzle-contests than to games. I don't much like puzzles.

So it's pretty clear that you wouldn't like puzzle contests, so that eliminates maybe 1% of euros. You apparently don't like races, so we can knock off another 49% of the euros out there (including all the ones that I personally enjoy the most).

I guess what's not clear is whether you are casually dismissing the other 50% without really understanding them, or if your line for being too much "like a puzzle" is so far up the interaction scale that anything short of all-out war is too puzzle-like. Or maybe you do actually like 10% or 20% of euros...the ones with yomi and attacks and betrayals.

Also, you haven't really defined "puzzle" yet (that I can remember). Since you have claimed that cooperative games are puzzle-like, clearly a puzzle can contain randomness. Personally, when I hear puzzle, I think of non-random things you have to solve, so I am curious how you define it. I have the sense that you feel that any [possibly game-like activity] without a human opponent should automatically be classified as a puzzle. Or maybe "human-like", to allow for computer opponents that simulate a human opponent. But then where would you draw the line between, say a computer chess program, and the "AI" of Pandemic?

I feel like you are working toward a resolution, slowly.
2 
 Thumb up
 tip
 Thumb up
  • Posted Tue Feb 21, 2012 8:29 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Russ Williams
Poland
Wrocław
Dolny Śląsk
Avatar
mbmbmb
peakhope wrote:
or if your line for being too much "like a puzzle" is so far up the interaction scale that anything short of all-out war is too puzzle-like.

This has been my working assumption for a while now... As far as I can tell, for Lewis any interaction that doesn't involve killing enemy pieces is not "real" interaction. So blocking someone on a map, making someone pay more than they want for a necessary object, bankrupting someone, depriving someone of something they really need, stealing stuff from someone, preventing someone from making a pattern, causing someone to miss a turn, stuff like this is apparently not "real" interaction even though it obviously affects the opponent.

(Well, except that he has in an earlier post or two also dismissed chess and go and other abstract/combinatorial games (i.e. no chance and no hidden information) as too "puzzle-like", even if they involve killing enemy pieces. So I'm really not sure.)
5 
 Thumb up
 tip
 Thumb up
  • Edited Tue Feb 21, 2012 8:51 pm
  • Posted Tue Feb 21, 2012 8:51 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote

Eugene
Oregon
msg tools
Avatar
mb
Regarding chess, Mr. Pulsipher in the Ludology podcast asserted that chess games are never memorable. Ask any chess player if they are familiar with game 6 of the famous Fischer - Spassky 1972 world championship.
8 
 Thumb up
 tip
 Thumb up
  • Edited Tue Feb 21, 2012 10:14 pm
  • Posted Tue Feb 21, 2012 9:11 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote

Eugene
Oregon
msg tools
Avatar
mb
peakhope wrote:
Also, you haven't really defined "puzzle" yet (that I can remember). Since you have claimed that cooperative games are puzzle-like, clearly a puzzle can contain randomness. Personally, when I hear puzzle, I think of non-random things you have to solve, so I am curious how you define it.


One common charge against Mr. Pulsipher's Britannia is that the game is heavily scripted, leading to play that tries to squeeze VP's from the system. How does this instance differ from the puzzle-like nature of some euros?
2 
 Thumb up
 tip
 Thumb up
  • Edited Wed Feb 22, 2012 9:37 pm
  • Posted Tue Feb 21, 2012 10:18 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Cole Wehrle
United States
Austin
Texas
designer
Avatar
mbmbmbmbmb
garygarison wrote:
peakhope wrote:
Also, you haven't really defined "puzzle" yet (that I can remember). Since you have claimed that cooperative games are puzzle-like, clearly a puzzle can contain randomness. Personally, when I hear puzzle, I think of non-random things you have to solve, so I am curious how you define it.


One common charge against Mr. Pulsipher's Britannia is that the game is heavily scripted, leading to play that tries to squeeze VP's from the system. How does this instance differ from the puzzle-like nature of euros?


I was about to ask this same question. Indeed, I'd even take it a step further: one might apply this understanding to virtually any war game (a banner in C&C or a objective in an ASL match are victory points in a sense). In the case of the more specific win condition (taking a hill by X turn, for instance) there may be more planning involved than gaming a resource conversion, but essentially it's the same work. The resources in war games are often figured as time, troops, morale etc each of which might be checked by an opponents play, but the same might be said of a game of Agricola or Puerto Rico which provides a limited space for interaction.

The wargamer might exclaim, "The bastard took the hill before I got there!"

And a eurogamer might shout, with similar indignation, "The punk stole the Captain Card right from under me!"

Both "genres" however distinct are ultimately games: decision spaces wherein sacrifices must be made and opponents out-thought.
5 
 Thumb up
 tip
 Thumb up
  • Edited Wed Feb 22, 2012 3:59 am
  • Posted Wed Feb 22, 2012 3:57 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Andy Leighton
England
Peterborough
Unspecified
Avatar
mbmbmbmbmb
Quote:

5th edition D&D is supposed to unify the editions so that players can customize the game to suit their tastes, whatever edition they prefer. But I notice that to comment on Monte Cook's discussions, you must be a subscriber to D&D Insider, so people who aren't 4e fans (Insider subscriptions are for 4e players) are excluded.


I think you are wrong here, although it is understandable as the web design of WoTC is abysmal. You just need a Wizards.com account (which is free) https://accounts.wizards.com/amlogin.aspx

With that you can also comment at http://community.wizards.com/dndnext rather than against an article.

Also there is not much indication that comments on those articles are being taken very seriously. Certainly not as seriously as the comments on the public play test groups will be (which you can also sign up for without being a member of D&DI).
 
 Thumb up
 tip
 Thumb up
  • Posted Wed Feb 22, 2012 9:30 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote

Subscribe

Categories

Contributors

Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.