Friday, September 12, 2008

Fetch Boy!



Pilfered from Penny-Arcade. Great point they touch on, I’m not saying that narratives in MMO questing are a waste (especially when such games have a strong focus on statistical character progression) but you can’t deny that the “fetch the magic word” quest is poorly implemented in most objective-based gameplay. Ironically, when properly integrated (whatever that entails!) into the game, it becomes transparent enough to immerse the player into the narrative and the system still works as strongly as ever. Sadly, I see a lot of games that fall short on this, people, get in touch with your writers! They are a treasured resource not to be squandered!

There’s a fantastic collaborative game design project in progress called the 400 Project. It’s an ambitious attempt to get input from many game designers to create the 400 rules that all designers should follow to create great games. I’m waiting for the day it’s published into some type of book or yearly release. In my opinion, I think a lot of the best content may get lost in the scope (400 distinct informational entities is a lot to keep track off), so hopefully it will get condensed or adopt a “top 400” format.

Today, I’m going to take a somewhat extended look at the game Lotus (The Board Game).

Lotus is an abstract strategy board game for 2 – 4 players. I’m still trying to lock down what the full rules of the game are for certain (haven’t actually bought the boxed game yet), but the materials are simple enough to play using a prototype kit, or even a piece of paper and a pen.

This game is another prime example of seconds to learn, a lifetime to master. I have to admit there is no experience like two novices sitting down to a game, having no idea how to play, and then 10 minutes later locked into intense focus trying to outdo one another.

Incidentally, the purpose behind playing this was to gain enough of an understanding of the game to develop an AI for a digital version. Wish us luck!

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