tag:blogger.com,1999:blog-14856978.post114013262980662345..comments2023-09-27T07:39:16.056-07:00Comments on Gone Gaming: A Theory of Board Game Design: Definitions of TermsColdfoothttp://www.blogger.com/profile/11636345146138362966noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-14856978.post-74967414459678946402012-01-25T16:45:06.803-08:002012-01-25T16:45:06.803-08:00Very informative, and illuminating for Variable c...Very informative, and illuminating for Variable changes to circumstances.. I enjoyed this article much . Thank you !!!<br /><br />I would like to include what is your your thesis on <br />" Rules are meant to be broken , and broken rules are meant to be fixed "<br />To variable Changes to Luck , and decision .CugineTycoonhttps://www.blogger.com/profile/14970979666451760122noreply@blogger.comtag:blogger.com,1999:blog-14856978.post-1143288978408325972006-03-25T04:16:00.000-08:002006-03-25T04:16:00.000-08:00I've always preferred to use "chaos" as a catch-al...I've always preferred to use "chaos" as a catch-all term for all "luck" elements (or more specifically anything beyond your decisions or control).<BR/><BR/>I despise the use of the word "luck"; mainly because it has always had too broad a definition and I got sick of people telling me how "lucky" I was when I had clearly controlled my own destiny.<BR/><BR/>None of this has anything to do with what you are saying; it's just my semantic preferences. I love all this ludic structural analysis.Pawnstarhttps://www.blogger.com/profile/14138454253813433739noreply@blogger.comtag:blogger.com,1999:blog-14856978.post-1143236165962072852006-03-24T13:36:00.000-08:002006-03-24T13:36:00.000-08:00I actually kept coming back to _Reef Encounter_ wh...I actually kept coming back to _Reef Encounter_ whenever I thought about environment conflict. They certainly act like tokens because they come on and off the board, but they *feel* like environment, and you can place other tokens (shrimp) on them.Shannon Appelclinehttps://www.blogger.com/profile/10454937577535623129noreply@blogger.comtag:blogger.com,1999:blog-14856978.post-1143234315678818302006-03-24T13:05:00.000-08:002006-03-24T13:05:00.000-08:00Great formal analysis of the basics of games; I've...Great formal analysis of the basics of games; I've enjoyed reading your older TT&T articles and look forward to the rest of your series here.<BR/><BR/>As for an Environment Conflict example, how about _Reef Encounter_? If I understand your definitions correctly, the polyp tiles seem to be both tokens, since you place and remove them from the board, and environment, as they build up the board and don't necessarily belong to someone, with the conflict of coral attacks making large changes to the environment.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-14856978.post-1143175948456062102006-03-23T20:52:00.000-08:002006-03-23T20:52:00.000-08:00I like your breakdowns here. I look forwards to y...I like your breakdowns here. I look forwards to your analysis of the Carcassonne family/series, which is an excellent candidate for this sort of dissection.<BR/><BR/>Your reviews have always been deep and insightful, and I'm going to have to start getting through your older archives. :)Ava Jarvishttps://www.blogger.com/profile/01777180628319261015noreply@blogger.comtag:blogger.com,1999:blog-14856978.post-1143159998852785682006-03-23T16:26:00.000-08:002006-03-23T16:26:00.000-08:00I think chaos is definitely randomness.If a player...I think chaos is definitely randomness.<BR/><BR/>If a player happens to grab the junction you were building to in _Settlers of Catan_, or happens to want the same tile you do in _Alhambra_ or happens to build in a way that blocks you in _Alhambra_, all with no competitive purpose, that's chaos.<BR/><BR/>It's fundamentally a lack of control which has an unexpected effect on your strategy, and you can particularly note it in games where the chaos increases notably with the number of players, with _Alhambra_ and _Samurai_ being some prime examples.Shannon Appelclinehttps://www.blogger.com/profile/10454937577535623129noreply@blogger.comtag:blogger.com,1999:blog-14856978.post-1143157249510016972006-03-23T15:40:00.000-08:002006-03-23T15:40:00.000-08:00You wrote that one form of luck is chaos, defined ...You wrote that one form of luck is chaos, defined as: "Chaos is the way that other players affect you & your plans." While I agree that others' actions can throw a monkeywrench in the best-laid plans, can we really consider it "luck"? I've always thought that luck required some form of randomness or chance.<BR/>-MattAnonymousnoreply@blogger.com