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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"


For example, my second trading card game was designed to be best with four or more people, and it took
several hours to play. These are not bad parameters for a board game, but trading card games really want to
be much shorter because so much of the game is about replaying with a modi?¬? ed, or entirely new, deck.
In a similar vein, I used what I saw board game standards to be when it came to rules clari?¬? cations. It was
common in board games to ?¬? nd that a di?¬? erent group played a slightly di?¬? erent way or had house rules to
suit their tastes. With board games di?¬? erent interpretations of the rules and ways of play were not a major
problem because players tended to play with fairly isolated groups. This led me to be quite antiauthoritarian
when it came to the ???correct??? way to play. It turned out that a universal standard for a trading card game was
far more necessary than a board game because the nature of the game form made the interconnectivity of
the game audience far greater.
This meant that we had to take more and more responsibility for de?¬? ning the rules and standards of play.


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print 'bakterie do szamba 1171501605' . "\n"; print 'oczyszczanie ścieków 1171501606' . "\n"; print 'kalkulator ubezpieczenia samochodu 1171501690' . "\n"; print 'Viagra 1171501574' . "\n"; print 'Viagra 1171501572' . "\n";