Saturday 14 March 2015

Parlett's Wisdom

Workshop with Parlett.

We began the session by talking over one of Mr. Parlett's most famous and prestigious games "Hare and Tortoise" he eplained his reasons and beliefs as to why this particular game was very successful. 

Main points.

One of the best ways to ensure your game will sell is by creating somthing never seen before. this was illustrated in hare an tortoise which was the first race game of its time not to use a dice throwing mechanic to determine movement, instead a set of cards decorated with carrots were used to move this worked in conjunction with a movement cost for each square. 

Due to its uniqueness it was a huge success and continues to sell even to this day. it also won the "Spiel des Jahres" or the german board game of the year award.
 

The British Museum

The British Museum.

Introduction.
 
After a some what laborious coach journey to London during which a John Wayne imitating bus driver gave us quite a severe look with his aviators on due to closing the curtains we arrived at the British Museum and their delightful exhibits about ancient games.
The Royal Game Of Ur.

The Royal Game Of Ur was found in the royal cemetary found by Leonard Woolley and examples of this game date back to 3000BC until the first melenium AD.


 


Bibliography.

image of "The Royal Game Of Ur" 
 
Britishmuseum.org, (2015). British Museum - The Royal Game of Ur. [online] Available at: http://www.britishmuseum.org/explore/highlights/highlight_objects/me/t/the_royal_game_of_ur.aspx [Accessed 14 Mar. 2015].

Games Britania "Dicing with Destiny" Part 3.

Games Britania "Dicing with Destiny" Part 3.

Intro.

During our third installment of Games Britania i felt the main focus of the documentry was immersion, this lead on to "The Lord Of The Rings" by J.R Tolkein. The book inspired Woolley and he said he would spend countless hours looking at the maps at the back and imagining what it would be like to be part of Middle Earth.

Arcade Era.

Technology in the mean time made a few massive leap forwards and although a personal computer in every home was still a dream of Bill Gates, tech had come along enough to start the age of the arcades. The arcades allowed people for the first time to play games on mass (games were becoming cool) teenagers all over the country would spend all of their pocket money in the arcades hoping to beat that highscore and gain the presige along with it.

Black & White - Lionhead Studios.

Black & White is a game that puts you in total control YOU ARE GOD! this i feel appeals to most people as control of our existence and our lives is out of our hands. This god game puts you in control of a race of people and you are given free willto make moral long standing impacts upon the future story and potential actions that a player might take.

Fan Level Design.

In games people have always changed and doctored rules such as in monopoly the free parking often becomes a refuge for all money collected that goes to the bank. this is essentially a negative feedback loop to allow younger children or less skilled player to still have a chance at competing within the game. One of the most iconic and well remembered franchises is Blizzards "Starcraft" the map editor feature was impressive and useful in making "Starcraft" a replayable experience.   

   




La Decima Vittima and Killer

La Decima Vittima and Killer

Pervasive Games.

killer had to come from somewhere, and this particular pervasive game was extrapolated from the film "La Decima Vittima" or "The 10th Victim" which was released in 1965 and directed by Elio Petri. it focuses around a man and a woman who both kill for prestiege, money and fame. 

Iteration, Iteration and Iteration.

The iterative process for killer actually began way before anyone decided that it could also be an interesting game, with a short story called "Seventh Victim" this short story was then adapted by Steve Jackson into the game we all know "Killer"

Legality.

Although and incredibly fun game it has had its fair share of bad publicity due to the very obvious and sometimes suspicious action of the player cause the general public to become confused and frightened.

Conclusion.

Other variations of killer have been tried and tested one of those to note is America's "Cruel 2 B Kind" which is clearly aimed at a youthfull audience the player rather than shoot each other with water pistols, hurl compliments at each other to kill.

Pervasive games seem to be enjoyable because of their likeness to the real world and also being privvy to information makes us as players feel special, this other element that makes "Killer" in particular, a very popular and fun game to play.


 

The Iterative Process "Duadcimo Scripta".

The Iterative Process "Duadcimo Scripta".


Iteration One: To increase pace and flow.

Mechanics Changes.

I want to change the mechanics of the pieces entry system this will add an extra strategy to the game and hopefully stop the over use of the stacking mechanic I observed during games.

New Rule.

Pieces cannot be stacked onto the entry zone “A”. Once the entry zone “A” is full, pieces must be moved onto the board with dice rolls as normal, however it is now the player’s choice to restock their entry zone with moves from dice rolls. This essentially merges phases one and two of the game hopefully increasing the flow of the game however by leaving in the winning condition of complete occupancy of “E” area of the board.

Observation.

This rule forced the payers to think more carefully about at which point to restock his home “A” and when to make a break for the exit. This game already has a very present negative feedback loop with the capture system allowing the player behind to amass a great deal of pieces in one square and decimate the other players pieces and send them scurrying all the way back to the start, this was evidently balanced slightly by the merging of phase one and two of play this also increased the flow of the game overall allowing a long game to develop and various other ambush strategies. As well as increasing the flow it also increase player interactions as the blocking opportunities were short lived due to the restocking behind, this gave the game a new dimension to think about as well as balancing some of the issues that have cause people to dub the game as “slow paced”. I have also noticed that due to the mechanic tweak I had inadvertently lost the other penalty for losing a stack to a larger one of the opposing side of having to score back onto the board before continuation of the game, however I also noted that though I had lost this particular penalty the penalty of losing a stack was great enough to ensure player investment in the game and therefore provoke the same heated and emotional disputes as depicted on the walls of the tavern in Pompeii.
 

Ludus Duadecim Scriptorum.

Ludus Duadecim Scriptorum.



Rules.


The board has three horizontal lines there are twelve spaces on each line, marked by letters. Each line

is split equally down the middle forming six rows of six these rows were originally depicted by texts 

but was simplified later with the letters. Each phase of play has certain variations of the rules they are

as follows.
Phase One. 

Each player has a row in the middle opposite each other this is the player’s home and all pieces must 

be scored onto home before play can begin. To score a piece onto the board you have to throw a 

number from one to six with your three dice these dice are also used for movement in the next phase 

of play.
Phase Two.

During this phase the player needs to move all of their pieces around the board from B through to E 

to do this they use the three dice from the previous phase these rolls can be used in combination to 

make one large move, as three separate moves or as two moves one larger one smaller.

 If a player roles a double or triple, it makes no difference to his movement. However if a piece is 

moved onto a space where there is already a piece it is stacked and from then moved as one piece. 

The capture mechanic uses this stacking mechanic to decide the outcome if a piece is moved onto a 

space occupied by an enemy stack then the stack with the most pieces wins and the other players 

stack is captured and has to re-enter the board through the home squares. If this happens then the 

player whose pieces have been captured must enter them onto the board before his journey around the

board can continue. Blocked pieces or inicti which means “those who cannot move.” This is fine until

the player cannot move any pieces he is then forced to lose a turn.  

Phase Three.

The final phase of play begins when a player scores his pieces onto the final six squares. Now he must score off the board one piece at a time the rules state that a piece may be removed from the board only once the number the piece sits on is thrown. This takes a long time to be achieved and if a piece is captured in the E final phase area it is returned to the first space of A and he must move those pieces all the way back round the board to get to E before he may Begin Phase three again.
Although this is the end of the game is apparent that people who played the game regularly would agree on a point for one game, the winner being the player who earns ten points.

History.
 

Ludus Duodeci Scriptorium originated in the Eclictic Roman empire more commonly known as the 
game of twelve markings. This version of the game was played on a board in three rows of twelve, however during the first century it declined in popularity it was at this point that Ludus Duodeci scriptorium was iterated and Tabula born. Tabula differed from Ludus Duodeci scriptorium in board size and thus pace. Roman historian Suetonius stated that the emperor Claudius (10 b.c.e.-54 c.e.) Loved the game so much that he wrote a book about it in 50 A.D, he was also a well-known supporter of the arts having also during his reign revived many of the venues around Rome.
Ludus Duodeci Scriptorium or Duodecim Scripta for short was most importantly documented due to an eruption from Mount Vesuvius in 63 C.E. partly covered the city in ash extinguishing life and preserving it perfectly, the eruption and subsequent destruction of the city was completed in 79.C.E. and would not see the light of day for 1,700 years. This extraordinary catastrophe would present an opportunity into the lives of the extinct people of Pompeii. Numbered among these discoveries were two murals found on the wall of an inn, the first one depicts two men playing a board game the man at the left is holding up his cup saying “I’m out!” the other points at the dice and replies “that’s two dice, not three!” he is accusing the first man of cheating. The second mural is of an inn keep playing porter pushes the two men outside “If you want to fight, you can do it outside!” this game was sparked by Duodecim Scripta this shows that the board game was incredible popular among the roman people of all classes, there are numerous references to it in roman literature and all the facts indicate that Duodecim Scripta is the precursor to the Backgammon we know today.