Emma, Gil, and Scott discuss winning in games. What defines winning in a game, and what are the different ways games can handle it?
Also, Emma shares a Big Announcement with us.
SHOW NOTES
2m44s: Type 1 - One winner, everyone else loses: Catan, Terra Mystica, Terraforming Mars
3m47s: Type 1a - Conditional win: Dune, Red November, Mission Catastrophe, Glory to Rome
6m48s: Vast, COIN (Counter-Insurgency) games
6m56s: Type 2 - One loser, everyone else wins: Jenga, Cockroach Poker, Kackel Dackel (which Gil mispronounced, and which was published in the US as Doggie Doo), Don't Wake Daddy, Bimbado/Packesel/The Last Straw (the game mentioned about loading a donkey), Pie Face, Perfection. The balloon game Scott describes is likely Bumm Bumm Ballon, known in the US as Boom Boom Balloon.
8m40s: Gil is using the term "atom" here as defined in the book Characteristics of Games, defined as "satisfying chunks of play shorter than a full game."
9m09s: Type 3 - Co-op games: Pandemic, Lord of the Rings, the Forbidden games, Quirky Circuits
10m15s: CO2
12m05s: We discuss meaning in games, beyond simple "fun," in Ludology 201 - Are We Having Fun Yet?
12m30s: This War of Mine
12m43s: Type 4 - Semi-coop games: Hellapagos, We're Doomed
13m52s: Coup, Werewolf/Mafia
14m41s: The Resistance, Werewolf, Codenames
15m17s: Type 4a - "Variable Coopability" (thanks Emma!) - Dead of Winter, Who Goes There
15m42s: Geoff discussed this in GameTek Classic 129 - Semi Coop Tournaments.
17m06s: Type 5 - Individual wins/losses
18m38s: Fog of Love. You can hear more from Fog of Love designer Jacob Jaskov in Ludology 194 - Lifting the Fog.
19m52s: The Crossroads mechanism forces players to make choices related to the narrative of the game, and delivers consequences based on those choices. Note that Gil is using "Crossroads" casually here, as only Plaid Hat Games can officially release Crossroads games.
20m46s: Emma's storytelling game ...and then we died.
21m08s: Type 6 - Improvement/Personal Best: Scrabble, Bupkis
23m14s: The Board Game Stats app, Fantasy Realms
24m02s: Cribbage
24m42s: More info about the Donkey Kong high score competition. The board game Take it Easy.
29m00s: Bennett Foddy's GDC talk Making It Matter, where he discusses how eSports can emulate real sports. Also, Gil's communication tool for board games, Check-In Cards.
32m13s: Geoff and Mike discussed legacy games with Matt Leacock in Ludology 121 - Pandemonium.
33m16s: Type 7 - Personal Experience. The chess-themed TV drama The Queen's Gambit.
43m55s: King Me, Cole Wehrle's GDC talk on kingmaking. Also, Cole's game Root. Cole is a friend of the show and has been on a couple of times, most recently on Ludology 222 - Johnny Fairplay.
48m06s: T.I.M.E Stories
54m28s: Another shout-out for Characteristics of Games. Here's Gil's Game Design 101 talk.
57m56s: The board games Dungeonquest and Kingdom Death: Monster. The video games Super Meat Boy and Dark Souls.
59m37s: The video game Hades.
1h03m52s: Check out Errol Elumir's 13 Rules for Escape Room Puzzle Design.
1h05m44s: Scott's book Level Up! The Guide to Great Video Game Design.
1h06m54s: Betrayal: Legacy
1h07m54s: The video game Among Us, and the board games Nemesis and Zombicide.
1h10m23s: You can hear more about player psychographic profiles in Ludology 165 - Fowerian Slip.
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