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  <id>tag:dreamwidth.org,2011-06-28:918036</id>
  <title>Lost in Lualand</title>
  <subtitle>Lua</subtitle>
  <author>
    <name>Lua</name>
  </author>
  <link rel="alternate" type="text/html" href="https://queenlua.dreamwidth.org/"/>
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  <updated>2019-01-19T02:03:58Z</updated>
  <dw:journal username="queenlua" type="personal"/>
  <entry>
    <id>tag:dreamwidth.org,2011-06-28:918036:240673</id>
    <link rel="alternate" type="text/html" href="https://queenlua.dreamwidth.org/240673.html"/>
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    <title>Pokémon Card Game vs. Magic the Gathering: A Cursory Comparison</title>
    <published>2019-01-17T21:26:27Z</published>
    <updated>2019-01-19T02:03:58Z</updated>
    <category term="game design"/>
    <dw:security>public</dw:security>
    <dw:reply-count>0</dw:reply-count>
    <content type="html">so, i played a couple rounds of the Pokémon TCG with the boy a while back.&lt;br /&gt;&lt;br /&gt;in particular, the &lt;a href="https://www.pokemon.com/us/play-pokemon/worlds/2018/tcg-masters/"&gt;2018 World Championship&lt;/a&gt; decks were on sale &lt;i&gt;right next&lt;/i&gt; to the cash register at Kinokuniya, and in general i'd rather dive straight into the deep end of "intense competitive play" rather than fuck around with "starter decks", so i bought a couple and we both plunged in without any previous knowledge of the game.&lt;br /&gt;&lt;br /&gt;and from a game design point of view, the contrast with Magic the Gathering is &lt;i&gt;fascinating&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;(i'll attempt to write about this in a way that makes sense even if you're not familiar with Magic, but uh, no promises.)&lt;br /&gt;&lt;br /&gt;&lt;span class="cut-wrapper"&gt;&lt;span style="display: none;" id="span-cuttag___1" class="cuttag"&gt;&lt;/span&gt;&lt;b class="cut-open"&gt;(&amp;nbsp;&lt;/b&gt;&lt;b class="cut-text"&gt;&lt;a href="https://queenlua.dreamwidth.org/240673.html#cutid1"&gt;Read more...&lt;/a&gt;&lt;/b&gt;&lt;b class="cut-close"&gt;&amp;nbsp;)&lt;/b&gt;&lt;/span&gt;&lt;div style="display: none;" id="div-cuttag___1" aria-live="assertive"&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;anyway, tl;dr "card advantage" is not a concept that applies equally to all trading card games!  which is obvious in hindsight, but was really fun to experience in such a direct way.&lt;br /&gt;&lt;br /&gt;&lt;img src="https://www.dreamwidth.org/tools/commentcount?user=queenlua&amp;ditemid=240673" width="30" height="12" alt="comment count unavailable" style="vertical-align: middle;"/&gt; comments</content>
  </entry>
  <entry>
    <id>tag:dreamwidth.org,2011-06-28:918036:114916</id>
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    <title>programming games! (and: writing games, art games, etc)</title>
    <published>2015-07-14T09:40:25Z</published>
    <updated>2015-07-18T09:28:06Z</updated>
    <category term="game design"/>
    <category term="artsy commentary"/>
    <dw:security>public</dw:security>
    <dw:reply-count>4</dw:reply-count>
    <content type="html">so the other day at work my team played this really cute programming game!&lt;br /&gt;&lt;br /&gt;&lt;span class="cut-wrapper"&gt;&lt;span style="display: none;" id="span-cuttag___1" class="cuttag"&gt;&lt;/span&gt;&lt;b class="cut-open"&gt;(&amp;nbsp;&lt;/b&gt;&lt;b class="cut-text"&gt;&lt;a href="https://queenlua.dreamwidth.org/114916.html#cutid1"&gt;cute programming game yay&lt;/a&gt;&lt;/b&gt;&lt;b class="cut-close"&gt;&amp;nbsp;)&lt;/b&gt;&lt;/span&gt;&lt;div style="display: none;" id="div-cuttag___1" aria-live="assertive"&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;anyway, it got me thinking.  programming, visual art, writing, music: all are art forms or crafts of some sort.  and i like my games to have a bit of craft in them.  it lets you practice; it lets you delight the other players in unexpected ways; it's fun because &lt;i&gt;art&lt;/i&gt; is fun.  &lt;br /&gt;&lt;br /&gt;unfortunately, most games are not particularly craft-driven in and of themselves—board games mostly lie on an axis between "randomness" and "skill/strategy," most video games are based on mastery of the game's particular combat system, and so on.  and, to be fair, it's super-hard to design engaging experiences that are just based on "everyone does an artsy thing," since everyone's skill levels vary.  (for instance, as a classically-trained pianist, i'm really weak on improv/freeform type stuff, and thus could only handle the basics of jazz sessions, which often consist of a &lt;i&gt;lot&lt;/i&gt; of this sort of play.  similarly, you have to be at least an okay programmer to do the programming game i described, and you'll have far more fun with it if you've done a bit of mischievous programming before.)&lt;br /&gt;&lt;br /&gt;but.  i want to collect a list of such craft/art-based games.  because they are fun, and because maybe they will help me generate ideas for more &lt;del&gt;and then i can badger all my friends into playing with me yaaaay&lt;/del&gt;.&lt;br /&gt;&lt;br /&gt;i can name a few off the top of my head:&lt;br /&gt;&lt;br /&gt;&lt;span class="cut-wrapper"&gt;&lt;span style="display: none;" id="span-cuttag___2" class="cuttag"&gt;&lt;/span&gt;&lt;b class="cut-open"&gt;(&amp;nbsp;&lt;/b&gt;&lt;b class="cut-text"&gt;&lt;a href="https://queenlua.dreamwidth.org/114916.html#cutid2"&gt;example games!&lt;/a&gt;&lt;/b&gt;&lt;b class="cut-close"&gt;&amp;nbsp;)&lt;/b&gt;&lt;/span&gt;&lt;div style="display: none;" id="div-cuttag___2" aria-live="assertive"&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;i am actually quite curious if anyone else knows of such games!  if so, please share them :)&lt;br /&gt;&lt;br /&gt;&lt;img src="https://www.dreamwidth.org/tools/commentcount?user=queenlua&amp;ditemid=114916" width="30" height="12" alt="comment count unavailable" style="vertical-align: middle;"/&gt; comments</content>
  </entry>
  <entry>
    <id>tag:dreamwidth.org,2011-06-28:918036:19133</id>
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    <title>Game Design in Gungnir and Elsewhere</title>
    <published>2012-09-03T09:29:59Z</published>
    <updated>2012-09-03T09:29:59Z</updated>
    <category term="game design"/>
    <category term="interests: board games"/>
    <category term="interests: mtg"/>
    <category term="games: gungnir"/>
    <dw:security>public</dw:security>
    <dw:reply-count>3</dw:reply-count>
    <content type="html">So I started playing &lt;i&gt;Gungnir&lt;/i&gt;, at &lt;span style='white-space: nowrap;'&gt;&lt;a href='https://amielleon.dreamwidth.org/profile'&gt;&lt;img src='https://www.dreamwidth.org/img/silk/identity/user.png' alt='[personal profile] ' width='17' height='17' style='vertical-align: text-bottom; border: 0; padding-right: 1px;' /&gt;&lt;/a&gt;&lt;a href='https://amielleon.dreamwidth.org/'&gt;&lt;b&gt;amielleon&lt;/b&gt;&lt;/a&gt;&lt;/span&gt; and &lt;span style='white-space: nowrap;'&gt;&lt;a href='https://intaglionyx.dreamwidth.org/profile'&gt;&lt;img src='https://www.dreamwidth.org/img/silk/identity/user.png' alt='[personal profile] ' width='17' height='17' style='vertical-align: text-bottom; border: 0; padding-right: 1px;' /&gt;&lt;/a&gt;&lt;a href='https://intaglionyx.dreamwidth.org/'&gt;&lt;b&gt;intaglionyx&lt;/b&gt;&lt;/a&gt;&lt;/span&gt;'s urging, and it got me thinking about game design in general—in particular, it reminded me of &lt;a href="http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/172"&gt;this column&lt;/a&gt; by the head designer of &lt;i&gt;Magic: the Gathering&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;I think the column's reasonably comprehensible even for those without a M:tG background, but the main points I want to talk about here are the different types of game &lt;i&gt;complexity&lt;/i&gt; he describes:&lt;br /&gt;&lt;br /&gt;&lt;span class="cut-wrapper"&gt;&lt;span style="display: none;" id="span-cuttag___1" class="cuttag"&gt;&lt;/span&gt;&lt;b class="cut-open"&gt;(&amp;nbsp;&lt;/b&gt;&lt;b class="cut-text"&gt;&lt;a href="https://queenlua.dreamwidth.org/19133.html#cutid1"&gt;Read more...&lt;/a&gt;&lt;/b&gt;&lt;b class="cut-close"&gt;&amp;nbsp;)&lt;/b&gt;&lt;/span&gt;&lt;div style="display: none;" id="div-cuttag___1" aria-live="assertive"&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;As an aside: having played with &lt;i&gt;Gungnir&lt;/i&gt;'s beat/team attack system, I'm now quite excited to see what FE13's team attack system will be like—when I first saw it, my knee-jerk reaction was "that looks gimmicky and silly," but the way Gungnir's implemented it is really quite fun, and I'm hoping FE13 can accomplish something similar.&lt;br /&gt;&lt;br /&gt;As another aside, that columnist has written a &lt;i&gt;lot&lt;/i&gt; about game design, and though most of it's focused on M:tG, he'll occasionally talk about design issues in the general case, and they're well worth reading—I could probably dig up some specific columns as recommended reading, if you happen to be interested.&lt;br /&gt;&lt;br /&gt;&lt;img src="https://www.dreamwidth.org/tools/commentcount?user=queenlua&amp;ditemid=19133" width="30" height="12" alt="comment count unavailable" style="vertical-align: middle;"/&gt; comments</content>
  </entry>
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