Chris Wiswell
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I'm working on a short essay about why designing for the tabletop is different than designing for a computer.

To begin with, perspective is a lot trickier to deal with (because you don't know what side of the table people will be on).

Also, offering brief explanations for why various board game components are so popular, i.e., cards conceal information well b/c they have two sides (it wouldn't be fun to play poker using meeples instead of cards b/c meeples have the same info from every perspective).

While working on this, I got to think I'm probably reinventing someone else's wheel, and I'm not a professional writer.

Can anyone point me to such an article?
 
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Nick Witchey
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The book "The Theory of Fun" might be useful to you.

http://www.theoryoffun.com/

The book's main focus is computer games; however, it does spend time addressing some aspects of board games as well.
 
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Marc Hartstein
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Re: Good articles on tabletop game design vs video game desi
I think I remember Greg Costikyan writing on this topic in the past, although I don't have an exact link for you. It might well be worth scanning his website for thoughts: http://www.costik.com/
 
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Chris Wiswell
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I've got a copy of the Koster book (theory of fun) around here somewhere- I suppose I should finish reading the darned thing. :-)

The geeklist is interestingly informative, although I might only completely agree with one of them (change the rules). Thanks for the tips, people!
 
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David Tracy
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Re: Good articles on tabletop game design vs video game desi
There was an article on Gama Sutra not too long ago about the game Galactic Civilizations 2. GC2 is a turn-based strategy game and in the article the designer talks a little about the differences between a turn-based computer game and a boardgame.

Here is the link to it:
http://www.gamasutra.com/features/20060405/wardell_01.shtml

Also, if you haven't heard of Galactic Civilizations 2, it's a very good game. Also, the company that puts it out is pretty cool as well.

www.galciv2.com

 
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Re: Good articles on tabletop game design vs video game desi
TinMan1997 wrote:
I'm working on a short essay about why designing for the tabletop is different than designing for a computer.

To begin with, perspective is a lot trickier to deal with (because you don't know what side of the table people will be on).

Also, offering brief explanations for why various board game components are so popular, i.e., cards conceal information well b/c they have two sides (it wouldn't be fun to play poker using meeples instead of cards b/c meeples have the same info from every perspective).


You seem to be using the word "design" in the sense of "graphical design" or "usability design" instead of "game mechanics design" - is this correct?
 
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Chris Wiswell
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Yep. Hadn't realized it at the time, but that's what I'm interested in.

For example, I got all giddy when I saw how the perspective works on a Stop Thief! board (the opposite corner always looks great).
 
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A L D A R O N
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TinMan1997 wrote:
I'm working on a short essay about why designing for the tabletop is different than designing for a computer.

You'll certainly want to keep this in mind:
http://www.hiptechblog.com/2006/04/02/video-multi-touch-tabl...

Is there a difference anymore? What does the future hold?
 
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