<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Science of Board Games &#187; Board Game Design</title>
	<atom:link href="http://www.scienceofboardgames.com/category/board-game-design/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.scienceofboardgames.com</link>
	<description>Rants and raves about board games, cards, randomness, and stuff</description>
	<lastBuildDate>Fri, 30 Apr 2010 23:37:51 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0</generator>
		<item>
		<title>Accounting for the Taste</title>
		<link>http://www.scienceofboardgames.com/2009/12/accounting-for-the-taste/</link>
		<comments>http://www.scienceofboardgames.com/2009/12/accounting-for-the-taste/#comments</comments>
		<pubDate>Thu, 31 Dec 2009 01:31:54 +0000</pubDate>
		<dc:creator>thursday</dc:creator>
				<category><![CDATA[Board Game Design]]></category>
		<category><![CDATA[Featured Post]]></category>
		<category><![CDATA[accounting]]></category>
		<category><![CDATA[game play]]></category>
		<category><![CDATA[mechanics]]></category>

		<guid isPermaLink="false">http://www.scienceofboardgames.com/?p=239</guid>
		<description><![CDATA[Can accounting make for a good game? Phillip Fierlinger, the founder of accounting web app Xero thinks so. He's drawn parallels between accounting and game play in the presentation below. While I wouldn't necessarily consider doing paperwork quite as fun as the mechanics of many board games out there, I can't help but think that [...]]]></description>
			<content:encoded><![CDATA[<p>Can accounting make for a good game? Phillip Fierlinger, the founder of accounting web app <a href="http://www.xero.com/">Xero</a> thinks so. He's drawn parallels between accounting and game play in the presentation below. While I wouldn't necessarily consider doing paperwork quite as fun as the mechanics of many board games out there, I can't help but think that Fierlinger may have a point. </p>
<p><img style="visibility:hidden;width:0px;height:0px;" border=0 width=0 height=0 src="http://counters.gigya.com/wildfire/IMP/CXNID=2000002.0NXC/bT*xJmx*PTEyNjIyMjI1MjAzNDEmcHQ9MTI2MjIyMjU*Mjk2MSZwPTEwMTkxJmQ9c3NfZW1iZWQmZz*yJm89YmEzOGQzYmFlNTU4NGExZTg5ZGVkYmIxODE*NDE5YjQmb2Y9MA==.gif" />
<div style="width:425px;text-align:left" id="__ss_1824847"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" href="http://www.slideshare.net/turntable/designing-a-game-changer" title="Designing a Game Changer">Designing a Game Changer</a><object style="margin:0px" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=game-play-for-apps-090806164258-phpapp02&stripped_title=designing-a-game-changer" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=game-play-for-apps-090806164258-phpapp02&stripped_title=designing-a-game-changer" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object>
<div style="font-size:11px;font-family:tahoma,arial;height:26px;padding-top:2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">documents</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/turntable">Philip Fierlinger</a>.</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://www.scienceofboardgames.com/2009/12/accounting-for-the-taste/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Brenda Brathwaite: When Game Design is More Art than Science</title>
		<link>http://www.scienceofboardgames.com/2009/11/brenda-brathwaite-when-game-design-is-more-art-than-science/</link>
		<comments>http://www.scienceofboardgames.com/2009/11/brenda-brathwaite-when-game-design-is-more-art-than-science/#comments</comments>
		<pubDate>Mon, 30 Nov 2009 17:49:43 +0000</pubDate>
		<dc:creator>thursday</dc:creator>
				<category><![CDATA[Board Game Design]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[brenda brathwaite]]></category>
		<category><![CDATA[train]]></category>

		<guid isPermaLink="false">http://www.scienceofboardgames.com/?p=233</guid>
		<description><![CDATA[Brenda Brathwaite is a professor of game development and interactive design at the Savannah College of Art and Design. She's used her game design skills to create games to teach about tragedies and has received an impressive amount of press for her game, Train. Train is a simulation of the Holocaust, requiring players to transport [...]]]></description>
			<content:encoded><![CDATA[<p>Brenda Brathwaite is a professor of game development and interactive design at the Savannah College of Art and Design. She's used her game design skills to create games to teach about tragedies and has received an impressive amount of press for her game, Train.</p>
<p>Train is a simulation of the Holocaust, requiring players to transport yellow pawns on model trains. The game does not overtly state what will happen to those pawns — in fact, it does not even make the underlying idea of the game obvious, omitting any mention of the word 'Holocaust. Instead, part way through the game, players realize the situation when they flip cards to discover the destination of each train to find that each is headed to a concentration camp.</p>
<p>While the game itself seems to provide a meaningful experience for players, I read a critique of Brathwaite's methodology recently that really struck home. Sirlin posted the following as part of <a href="http://www.sirlin.net/blog/2009/11/23/migs-brenda-brathwaite.html">a larger discussion on a presentation by Brathwaite</a>:</p>
<blockquote><p>To me, making a game is about ending up with a thing that is "good," whatever that means to the designer (or to the player?). But it's not about any particular backend production process. If I made a game about a modern tragedy and I told you I typed the rules on a real Bush Administration computer, would that matter? I think mostly it doesn't. If anything, using a real Nazi typewriter goes against the ability to<br />
actually make copies of this game and put into players hands. But making copies of this game isn't the goal either, says Brenda. She made only one and said she wouldn't make any more. (I think she later agreed to make a total of 6 for very special exhibits or people, not sure on that.) The whole deal about the typewriter signals to us that the piece of art here INCLUDES the development process. That's kind of out-of-bounds to me, in that we're only supposed to consider the game as a final piece of work. I don't really care how Halo was made, only Halo is good. But Brenda isn't really making a game, is she? She's making a piece of art. I think Train is supposed to be about not only the final product, but how it was made. By the way, games can be art, but not all pieces of art are games.</p></blockquote>
<p>At what level is board game design more art than science? Is a game truly a game if you can't replicate it?</p>
]]></content:encoded>
			<wfw:commentRss>http://www.scienceofboardgames.com/2009/11/brenda-brathwaite-when-game-design-is-more-art-than-science/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Google Wave Gaming</title>
		<link>http://www.scienceofboardgames.com/2009/11/google-wave-gaming/</link>
		<comments>http://www.scienceofboardgames.com/2009/11/google-wave-gaming/#comments</comments>
		<pubDate>Tue, 03 Nov 2009 15:30:49 +0000</pubDate>
		<dc:creator>Christopher Swenson</dc:creator>
				<category><![CDATA[Board Game Design]]></category>
		<category><![CDATA[Featured Post]]></category>
		<category><![CDATA[dice]]></category>
		<category><![CDATA[google wave]]></category>
		<category><![CDATA[virtual gaming]]></category>

		<guid isPermaLink="false">http://www.scienceofboardgames.com/?p=224</guid>
		<description><![CDATA[In a sort-of follow-up to the previous post about the future of gaming, and gaming with technology, I started thinking about how Google Wave could be used for gaming in general. What is Google Wave? I like to think of Google Wave as a collaboration platform that allows multiple people to "grow" a document, as [...]]]></description>
			<content:encoded><![CDATA[<p>In a sort-of follow-up to the previous post about the future of gaming, and gaming with technology, I started thinking about how <a href="http://wave.google.com/">Google Wave</a> could be used for gaming in general.</p>
<p>What is Google Wave?  I like to think of Google Wave as a collaboration platform that allows multiple people to "grow" a document, as well as add comments, and many other things.  Someone put it like "If email were invented today, it would look like Google Wave."</p>
<p>Since it is a flexible platform, I was curious if it would be possible to use it as a virtual board gaming platform.  I am still investigating that matter, and I think, so far, "maybe".</p>
<p>As a first step onto this road, I created a quick dice-rolling gadget for Google Wave:</p>
<div id="attachment_226" class="wp-caption aligncenter" style="width: 388px"><img class="size-full wp-image-226 " title="Google Wave Dice-Rolling Gadget" src="http://www.scienceofboardgames.com/wp-content/uploads/2009/11/wave-dice-demo.png" alt="Google Wave Dice-Rolling Gadget" width="378" height="395" /><p class="wp-caption-text">Google Wave Dice-Rolling Gadget</p></div>
<p>If you want to use the gadget, add it by clicking on the "Add Gadget by URL" button with the following URL:</p>
<p><code>http://github.com/swenson/wavegaming/raw/889cf5757b51ca3e0d6df02c18948c1f864eab0a/dice.xml</code></p>
<p>Note that this is a specific version of the gadget.  The newest can always be found on my <a href="http://github.com/swenson">GitHub</a> account, but if you switch to a new version, it might not work with your saved state.  Hence, using the correct version of the gadget is important.</p>
<p>Let me know what you think in the comments.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.scienceofboardgames.com/2009/11/google-wave-gaming/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Lost Rules? No Problem</title>
		<link>http://www.scienceofboardgames.com/2009/10/lost-rules-no-problem/</link>
		<comments>http://www.scienceofboardgames.com/2009/10/lost-rules-no-problem/#comments</comments>
		<pubDate>Fri, 09 Oct 2009 15:30:14 +0000</pubDate>
		<dc:creator>thursday</dc:creator>
				<category><![CDATA[Board Game Design]]></category>
		<category><![CDATA[hasbro]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://www.scienceofboardgames.com/?p=211</guid>
		<description><![CDATA[Over the years, it's easy to misplace that booklet of rules that comes with every board game. If you remember the rules, at least well enough to convince your friends and family to play, that may not be a problem. But if you've picked up a used game from somewhere or you've forgotten some important [...]]]></description>
			<content:encoded><![CDATA[<p>Over the years, it's easy to misplace that booklet of rules that comes with every board game. If you remember the rules, at least well enough to convince your friends and family to play, that may not be a problem. But if you've picked up a used game from somewhere or you've forgotten some important details, a copy of the rules will come in handy. </p>
<p>Hasbro offers a list of more than 70,000 game rules and instructions on its <a href="http://www.hasbro.com/customer-service/toy-game-instructions.cfm" target="_blank">customer service</a> site — and from a look through the list, I don't think they're all actually Hasbro games.</p>
<p>There's another reason that this resource is a treasure trove of sorts: for the board game designer, have access to the rules governing thousands of rules can provide inspiration, guidance, and probably at least a few examples of what not to do!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.scienceofboardgames.com/2009/10/lost-rules-no-problem/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Prototyping a new game</title>
		<link>http://www.scienceofboardgames.com/2009/09/prototyping-a-new-game/</link>
		<comments>http://www.scienceofboardgames.com/2009/09/prototyping-a-new-game/#comments</comments>
		<pubDate>Tue, 29 Sep 2009 15:30:16 +0000</pubDate>
		<dc:creator>Christopher Swenson</dc:creator>
				<category><![CDATA[Board Game Design]]></category>
		<category><![CDATA[Featured Post]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[prototype]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://www.scienceofboardgames.com/?p=201</guid>
		<description><![CDATA[I am currently prototyping a new game, and thought I would share some of the process I am going through and some of my thoughts on how I intend to proceed. This game is in the very early stages of prototyping, but I thought the experiences I gain might provide people with ideas for their [...]]]></description>
			<content:encoded><![CDATA[<p>I am currently prototyping a new game, and thought I would share some of the process I am going through and some of my thoughts on how I intend to proceed.  This game is in the very early stages of prototyping, but I thought the experiences I gain might provide people with ideas for their own board games.<br />
<span id="more-201"></span><br />
To me, there are two key components to a board game, and normally you don't even think of prototyping until you have these two things in mind: the innovative gameplay element (the "gimmick") and the theme.  For example, in Power Grid, the theme is power plant building, and the innovative gameplay element is the combination of auctioning and network building.  The game wouldn't be quite as much fun if the theme were boring, and without that innovative edge that keeps the game moving, it just wouldn't be the same game at all.  Keeping these two things in mind is key as you move forward.</p>
<p>And then, once you figure out some mechanic that will make the game move, you have to start doing the more boring parts of finding out *exactly* how the mechanic affects the game.  How balanced does it need to be, how many players will it support?  Will there be resources to be used, and how should they be distributed and utilized?  How will the players interact with this game?</p>
<p>To solve these problems, you want to scratch down on paper or computer how these things work, and then start playing through a quick round of the mechanic to see how it plays out.</p>
<p>Since my primary profession is as a computer scientist, I am a big fan of generating computing models for, if not the entire game, at least several of the major components.  It helps especially to determine <em>balance</em>, that elusive trait that is so hard to nail down by hand.  How often does a player in a certain position win, how much relies on chance, how much on skill, how hard is it to gain those skills?  Developing good computer models of the mechanics can help to determine the answers to these questions.</p>
<p>And, for the craftier people out there, there is always the fun of building physical prototypes.  I'm not a particularly crafty person, sadly, but I am looking forward to creating a really sharp, fun physical version of my game.  Even if you aren't too amazing with Photoshop or an Exacto knife, you can have fun scavenging eBay, game store miniatures, or just other board games for pieces to combine into your prototype.  If you have an artsy acquaintance you can ask (or pay for their help), or perhaps find someone on Etsy to help you bring your idea to physical form.  Or, perhaps, you can use it as an excuse to learn how to mold clay, whittle, or play with Photoshop.</p>
<p>Does anyone else have any good tips for prototyping games?</p>
<p><a href="http://www.sxc.hu/photo/1019385">Photo — hisks</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.scienceofboardgames.com/2009/09/prototyping-a-new-game/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Lost In Translation</title>
		<link>http://www.scienceofboardgames.com/2009/09/lost-in-translation/</link>
		<comments>http://www.scienceofboardgames.com/2009/09/lost-in-translation/#comments</comments>
		<pubDate>Fri, 18 Sep 2009 15:30:09 +0000</pubDate>
		<dc:creator>thursday</dc:creator>
				<category><![CDATA[Board Game Design]]></category>
		<category><![CDATA[acquire]]></category>
		<category><![CDATA[agricola]]></category>
		<category><![CDATA[language]]></category>
		<category><![CDATA[race for the galaxy]]></category>
		<category><![CDATA[symbols]]></category>

		<guid isPermaLink="false">http://www.scienceofboardgames.com/?p=138</guid>
		<description><![CDATA[After months of playing Race for the Galaxy, I still reach for that mat meant to explain each of the many symbols that show up throughout the deck. I'm the only one in our gaming group with that problem, but from talking to people outside of our group, I don't think I'm the only one. [...]]]></description>
			<content:encoded><![CDATA[<p>After months of playing <a href="http://www.amazon.com/gp/product/B000YLAOEW?ie=UTF8&amp;tag=hypemodewrit-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=B000YLAOEW">Race for the Galaxy</a><img style="border: medium none  ! important; margin: 0px ! important;" src="http://www.assoc-amazon.com/e/ir?t=hypemodewrit-20&amp;l=as2&amp;o=1&amp;a=B000YLAOEW" border="0" alt="" width="1" height="1" />, I still reach for that mat meant to explain each of the many symbols that show up throughout the deck. I'm the only one in our gaming group with that problem, but from talking to people outside of our group, I don't think I'm the only one.</p>
<p>With the push for language independent games from many publishers — and finances are almost certainly the reason behind the trend — I've been thinking about the mechanics behind such games. For many games, the question of language is only an issue when you're learning the game. Our gaming group plays a German version of <a href="http://www.amazon.com/gp/product/B001AQNW2G?ie=UTF8&amp;tag=hypemodewrit-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=B001AQNW2G">Acquire</a><img style="border: medium none  ! important; margin: 0px ! important;" src="http://www.assoc-amazon.com/e/ir?t=hypemodewrit-20&amp;l=as2&amp;o=1&amp;a=B001AQNW2G" border="0" alt="" width="1" height="1" /> more often than an English language version — and only one of our group speaks German. But there are also more than a few games that aren't so easy to play in any language you aren't very familiar with. <a href="http://www.amazon.com/gp/product/B0010B5472?ie=UTF8&amp;tag=hypemodewrit-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=B0010B5472">Agricola</a><img style="border: medium none  ! important; margin: 0px ! important;" src="http://www.assoc-amazon.com/e/ir?t=hypemodewrit-20&amp;l=as2&amp;o=1&amp;a=B0010B5472" border="0" alt="" width="1" height="1" />, in particular comes to mind. With the many different options when it comes to cards, there's no way to hold each card in your mind.</p>
<p>Where does that leave us? Language is just as important a part of the mechanics as any other facet of game play. The decision to create a language independent game requires extensive play testing and tweaking in order to make sure that players aren't left grabbing for the rules every other minute. It can be a good option, but any decisions relating to language can't be purely financial.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.scienceofboardgames.com/2009/09/lost-in-translation/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
