22 June 2010

"Mister Eastwood, how about THIS Trebuchet?"

Steven Satak sent me a "taste test" of some of the new art for his TRO:3063 project. Steve figured out early on that I have a sweet-spot for this particular Mech.


The work of kSeth.

And, if I'm not going insane from lack of sleep, Steve has recently given his blog layout a thorough redesign: Nice work! I'll have to ask him where he got that beautiful banner art.
Comments on the recent post indicate I'm not going insane, but I was worried for a second.
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17 June 2010

It's All In The Cards

A two articles related to Collectible Card Games, with some math and game design aspects.


Gotta Catch 'em All? Just how many of those collectible card pack do you have to buy in order to get a complete collection, or maybe just that one card you are looking for. Not About Apples has a good discussion of the problem:

[Image kotaku.com]



Once you figure out how many cards you might have to buy, you could start to wonder if getting into such a game is a good idea in the first place. Ethan Ham article at GameStudies.org discusses problems and answers to creating balance in a CCG.

Rarity and Power: Balance in Collectible Object Games

For collectible card games (CCGs), game designers often limit the availability of cards that have a particularly powerful gameplay effect. The conventional wisdom is that the more powerful a card is, the more rare it should be. The long-term implications of such an approach can have negative consequences on a game’s suitability for casual play. Digital Addiction (a company that produced online, collectible card games in the 1990s) developed a different game design philosophy for balancing collectible card games. The approach called for the most obviously and generally useful cards to be the most common and to equate rarity to specialization rather than raw power.

If you need more math about math and cards, then John Cook has it for you at The Endeavour:



Finally, this doesn't have anything directly to do with cards, but it's still a good read on understanding probability:



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02 June 2010

The Pods Are Back!

The PODS are coming back to Origins and GenCon.


Nickolas 'PropWash' Smith
writes:


MechJock.Com (not to be confused with our friends at MechCorps.com) will once again be bringing 12 of its Virtual World Entertainment, Tesla II BattleTech: Firestorm cockpits to both Origins and GenCon. 
This will be our 4th (or 5th?) appearance at GenCon, and our 2nd at Origins. 
Here is the latest release for Origins at BattleTech.Com 
http://battletech.catalystgamelabs.com/2010/05/27/mech-forces-gathering-origins/ 
Hope to see you there.

Want to rule the pods? Brush up or get a head start on your skills; Check this post from last year for a link to the Online Training Manual.


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26 May 2010

Auctions and More

A collection of links I've read recently, most having something to do with game design.

From Play This Thing!
Auctions as a Game Balancing Tool:
Auctions are a widely used in the board games as an in-game mechanic or as a meta game. Read this if you want to cross train or at least avoid being a vidiot
Battletech players should be well aware of auctions in the Battletech universe - the Clans call it the Batchall. As the article describes, actions and board gaming have a long history together.


From Pulsipher Boardgame Design
Game design is no place for “perfectionism”
No game can be perfect–it depends so much on the audience, the individual player, the mood, the group (if played by a group), even the timing of creation and publication.


From Jon Radoff's Internet Wonderland, where you can view this at full size.



History of Social Games

[Tip-O-Hat 2 The Ludologist]


From Once Upon A Geek:



From TED: Will Wright makes toys that make worlds
SPORE has dropped off my horizon, but his comments about games and toys are interesting.

UPDATE: Because this is too cool not to share:

From Ethical Technology



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24 May 2010

Martin Gardner, 1914 – 2010



Martin Gardner passed away Saturday. If you like math and games then you probably know who he is already. If you don't, it will be well worth your time to find some of his books. Steven Novella has some nice words about him.
[photo by Konrad Jacobs, Erlangen, via Wikimedia Commons]


More: I found this remembrance at Improbable.Com
Still More: At Greg Laden's Blog (am I behind the ball or what?)
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22 May 2010

PAC-MAN Turns Thirty

It's the thirtieth anniversary of Pac-Man, and there seem to be articles about it all over the internet. Is it too late for me to jump on the bandwagon?




I've been trying to think of something to say about the mathematics of Pac-Man, and it is not obvious that there is much of anything very mathematical about it. I never played it much, and was never particularly good at it, with space shooter games like Asteroids getting most of my attention (and quarters). I do recall that the good players had patterns they followed to get through each level, and that a well executed pattern would always work. As a kid who liked writing his own games on my then state-of-the-art Apple II+, I always assumed that patterns in Pac-Man worked because the game used simple psuedo random number sequences that always generated the same sequence of events in response to the player's actions. Well it turns out that idea was giving the games too much credit: I did a bit of research today and quickly found James Pitman's Pac-Man Dossier, which explains how the monsters give chase in a completely deterministic fashion. {And aside to James Pitman, "Well Done!")


So if there is nothing random about Pac-Man, what is left? I thought about trying to frame it as sort of a differential game like The Homicidal Chaffeur, where the driver of a not-too-maneuverable car tries to run down a nimble but slow pedestrian. That's a difficult approach though, and just seems like way too much trouble for a game like this. Instead I tried to think about ways to simply Pac-Man down to its basic elements ...




And those basic elements are choices. Every toggle of the joystick in Pac-Man is a choice, and it leads to one of three outcomes:

  1. You make a good choice, maybe get to eat some dots (bringing you closer to finishing the level), and live to make another choice.
  2. You make a neutral choice, which gains you nothing, but you don't get eaten by a ghost and live to make another choice.
  3. You make a bad choice and get eaten by ghost.

This make Pac-Man a sort of puzzle. Outcomes one and two describe all puzzles - you simply keep working at them until you figure it out. The third outcome of Pac-Man is a sort of timer, where a bad choice will lose a life, and maybe the game. The thing about puzzles is that once you figure them out, once you know the pattern, they are easy to solve. Pac-Man is a fancy sort of puzzle with flashing lights and sound effects, but it's a puzzle at heart.


So congratulation to Pac-Man, the game that took the world by storm for thirty years ago, and still continues to entertain us.
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16 May 2010

Orbiter - Space Flight Simulator

This looks cool ...


ORBITER is a free flight simulator that goes beyond the confines of Earth's atmosphere. Launch the Space Shuttle from Kennedy Space Center to deploy a satellite, rendezvous with the International Space Station or take the futuristic Delta-glider for a tour through the solar system - the choice is yours.





This is a simulator firmly based in physic and and reality, but a few bits of Sci-Fi sneak in.


Now all I need is TIME for another diversion! :-)

My old friend Matt brought this simulator to my attention when he posted pictures from it on Facebook. Matt and I used to spend a lot of time in a different sort of spacecraft simulation. ;-)


[Tip-O-The-Hat to my Old Buddy Matt!]









Matt adds (via Facebook):
"Happy to introduce another to it.  If you haven't found www.orbithangar.com, that's the best all-around repository for the stuff you'll need (there are lots of private stashes, too).  Great memories on that Asteroids clip! :D"

Yeah ... good times ... and a LOT of quarters! ;-)

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