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  <title>Lost in Lualand</title>
  <link>https://queenlua.dreamwidth.org/</link>
  <description>Lost in Lualand - Dreamwidth Studios</description>
  <lastBuildDate>Thu, 17 Jan 2019 21:26:27 GMT</lastBuildDate>
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  <lj:journaltype>personal</lj:journaltype>
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    <title>Lost in Lualand</title>
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  <guid isPermaLink='true'>https://queenlua.dreamwidth.org/240673.html</guid>
  <pubDate>Thu, 17 Jan 2019 21:26:27 GMT</pubDate>
  <title>Pokémon Card Game vs. Magic the Gathering: A Cursory Comparison</title>
  <link>https://queenlua.dreamwidth.org/240673.html</link>
  <description>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=&quot;https://www.pokemon.com/us/play-pokemon/worlds/2018/tcg-masters/&quot;&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&apos;d rather dive straight into the deep end of &quot;intense competitive play&quot; rather than fuck around with &quot;starter decks&quot;, 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&apos;ll attempt to write about this in a way that makes sense even if you&apos;re not familiar with Magic, but uh, no promises.)&lt;br /&gt;&lt;br /&gt;&lt;span class=&quot;cut-wrapper&quot;&gt;&lt;span style=&quot;display: none;&quot; id=&quot;span-cuttag___1&quot; class=&quot;cuttag&quot;&gt;&lt;/span&gt;&lt;b class=&quot;cut-open&quot;&gt;(&amp;nbsp;&lt;/b&gt;&lt;b class=&quot;cut-text&quot;&gt;&lt;a href=&quot;https://queenlua.dreamwidth.org/240673.html#cutid1&quot;&gt;Read more...&lt;/a&gt;&lt;/b&gt;&lt;b class=&quot;cut-close&quot;&gt;&amp;nbsp;)&lt;/b&gt;&lt;/span&gt;&lt;div style=&quot;display: none;&quot; id=&quot;div-cuttag___1&quot; aria-live=&quot;assertive&quot;&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;anyway, tl;dr &quot;card advantage&quot; 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=&quot;https://www.dreamwidth.org/tools/commentcount?user=queenlua&amp;ditemid=240673&quot; width=&quot;30&quot; height=&quot;12&quot; alt=&quot;comment count unavailable&quot; style=&quot;vertical-align: middle;&quot;/&gt; comments</description>
  <comments>https://queenlua.dreamwidth.org/240673.html</comments>
  <category>game design</category>
  <lj:security>public</lj:security>
  <lj:reply-count>0</lj:reply-count>
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  <guid isPermaLink='true'>https://queenlua.dreamwidth.org/114916.html</guid>
  <pubDate>Tue, 14 Jul 2015 09:40:25 GMT</pubDate>
  <title>programming games! (and: writing games, art games, etc)</title>
  <link>https://queenlua.dreamwidth.org/114916.html</link>
  <description>so the other day at work my team played this really cute programming game!&lt;br /&gt;&lt;br /&gt;&lt;span class=&quot;cut-wrapper&quot;&gt;&lt;span style=&quot;display: none;&quot; id=&quot;span-cuttag___1&quot; class=&quot;cuttag&quot;&gt;&lt;/span&gt;&lt;b class=&quot;cut-open&quot;&gt;(&amp;nbsp;&lt;/b&gt;&lt;b class=&quot;cut-text&quot;&gt;&lt;a href=&quot;https://queenlua.dreamwidth.org/114916.html#cutid1&quot;&gt;cute programming game yay&lt;/a&gt;&lt;/b&gt;&lt;b class=&quot;cut-close&quot;&gt;&amp;nbsp;)&lt;/b&gt;&lt;/span&gt;&lt;div style=&quot;display: none;&quot; id=&quot;div-cuttag___1&quot; aria-live=&quot;assertive&quot;&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&apos;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 &quot;randomness&quot; and &quot;skill/strategy,&quot; most video games are based on mastery of the game&apos;s particular combat system, and so on.  and, to be fair, it&apos;s super-hard to design engaging experiences that are just based on &quot;everyone does an artsy thing,&quot; since everyone&apos;s skill levels vary.  (for instance, as a classically-trained pianist, i&apos;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&apos;ll have far more fun with it if you&apos;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=&quot;cut-wrapper&quot;&gt;&lt;span style=&quot;display: none;&quot; id=&quot;span-cuttag___2&quot; class=&quot;cuttag&quot;&gt;&lt;/span&gt;&lt;b class=&quot;cut-open&quot;&gt;(&amp;nbsp;&lt;/b&gt;&lt;b class=&quot;cut-text&quot;&gt;&lt;a href=&quot;https://queenlua.dreamwidth.org/114916.html#cutid2&quot;&gt;example games!&lt;/a&gt;&lt;/b&gt;&lt;b class=&quot;cut-close&quot;&gt;&amp;nbsp;)&lt;/b&gt;&lt;/span&gt;&lt;div style=&quot;display: none;&quot; id=&quot;div-cuttag___2&quot; aria-live=&quot;assertive&quot;&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=&quot;https://www.dreamwidth.org/tools/commentcount?user=queenlua&amp;ditemid=114916&quot; width=&quot;30&quot; height=&quot;12&quot; alt=&quot;comment count unavailable&quot; style=&quot;vertical-align: middle;&quot;/&gt; comments</description>
  <comments>https://queenlua.dreamwidth.org/114916.html</comments>
  <category>game design</category>
  <category>artsy commentary</category>
  <lj:security>public</lj:security>
  <lj:reply-count>4</lj:reply-count>
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  <guid isPermaLink='true'>https://queenlua.dreamwidth.org/19133.html</guid>
  <pubDate>Mon, 03 Sep 2012 09:29:59 GMT</pubDate>
  <title>Game Design in Gungnir and Elsewhere</title>
  <link>https://queenlua.dreamwidth.org/19133.html</link>
  <description>So I started playing &lt;i&gt;Gungnir&lt;/i&gt;, at &lt;span style=&apos;white-space: nowrap;&apos;&gt;&lt;a href=&apos;https://amielleon.dreamwidth.org/profile&apos;&gt;&lt;img src=&apos;https://www.dreamwidth.org/img/silk/identity/user.png&apos; alt=&apos;[personal profile] &apos; width=&apos;17&apos; height=&apos;17&apos; style=&apos;vertical-align: text-bottom; border: 0; padding-right: 1px;&apos; /&gt;&lt;/a&gt;&lt;a href=&apos;https://amielleon.dreamwidth.org/&apos;&gt;&lt;b&gt;amielleon&lt;/b&gt;&lt;/a&gt;&lt;/span&gt; and &lt;span style=&apos;white-space: nowrap;&apos;&gt;&lt;a href=&apos;https://intaglionyx.dreamwidth.org/profile&apos;&gt;&lt;img src=&apos;https://www.dreamwidth.org/img/silk/identity/user.png&apos; alt=&apos;[personal profile] &apos; width=&apos;17&apos; height=&apos;17&apos; style=&apos;vertical-align: text-bottom; border: 0; padding-right: 1px;&apos; /&gt;&lt;/a&gt;&lt;a href=&apos;https://intaglionyx.dreamwidth.org/&apos;&gt;&lt;b&gt;intaglionyx&lt;/b&gt;&lt;/a&gt;&lt;/span&gt;&apos;s urging, and it got me thinking about game design in general—in particular, it reminded me of &lt;a href=&quot;http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/172&quot;&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&apos;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=&quot;cut-wrapper&quot;&gt;&lt;span style=&quot;display: none;&quot; id=&quot;span-cuttag___1&quot; class=&quot;cuttag&quot;&gt;&lt;/span&gt;&lt;b class=&quot;cut-open&quot;&gt;(&amp;nbsp;&lt;/b&gt;&lt;b class=&quot;cut-text&quot;&gt;&lt;a href=&quot;https://queenlua.dreamwidth.org/19133.html#cutid1&quot;&gt;Read more...&lt;/a&gt;&lt;/b&gt;&lt;b class=&quot;cut-close&quot;&gt;&amp;nbsp;)&lt;/b&gt;&lt;/span&gt;&lt;div style=&quot;display: none;&quot; id=&quot;div-cuttag___1&quot; aria-live=&quot;assertive&quot;&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;As an aside: having played with &lt;i&gt;Gungnir&lt;/i&gt;&apos;s beat/team attack system, I&apos;m now quite excited to see what FE13&apos;s team attack system will be like—when I first saw it, my knee-jerk reaction was &quot;that looks gimmicky and silly,&quot; but the way Gungnir&apos;s implemented it is really quite fun, and I&apos;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&apos;s focused on M:tG, he&apos;ll occasionally talk about design issues in the general case, and they&apos;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=&quot;https://www.dreamwidth.org/tools/commentcount?user=queenlua&amp;ditemid=19133&quot; width=&quot;30&quot; height=&quot;12&quot; alt=&quot;comment count unavailable&quot; style=&quot;vertical-align: middle;&quot;/&gt; comments</description>
  <comments>https://queenlua.dreamwidth.org/19133.html</comments>
  <category>games: gungnir</category>
  <category>game design</category>
  <category>interests: mtg</category>
  <category>interests: board games</category>
  <lj:security>public</lj:security>
  <lj:reply-count>3</lj:reply-count>
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