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Memes with the Watson keyword “Players”

41–54 of 54

Collaborative Fractal Fictional History Building

In Microscope, you build an epic history as you play. Want to play a game that spans the entire Dune series, the Silmarillion, or the rise and fall of Rome in an afternoon? That’s Microscope. But you don’t play the history from start to finish, marching along in chronological order. Instead, you build your history…

DM as Collaborator with Players

Most games have a winner and a loser, but the Dungeons & Dragons Roleplaying Game is fundamentally a cooperative game. The Dungeon Master (DM) plays the roles of the antagonists in the adventure, but the DM isn’t playing against the player characters (PCs). Although the DM represents all the PCs’ opponents and…

RPG as Group Exercise

A roleplaying game (or RPG, for short) is part noémprovisational theater, part storytelling, and part game. A single person (the gamemaster) runs the game for a group of players that pretend to be characters in a fictitious world. The world could be a mystery game set in the 1920s that takes you adventuring around the…

The Universe as a Game Where the Rules are Hidden

‘I talked to a woman of the Kaminari once,’ he says, ‘before the Spike. Don’t give me such a look, it wasn’t like that, we were just friends. But one night on Ganymede, we got philosophical. The Universe is a game, she said. It makes us into players. We can’t see the moves that are not allowed. Like in chess. There is…

A good game teaches you how to play it

What you eventually discover as you continue to play is that Portal is a game about escaping from rooms that operate according to rules you are unaware of. You learn that each room is a puzzle, increasingly booby-trapped, and the game requires you to understand more and more complex physics in order to get out. If you…

Unnecessary Obstacles Make Games

As a golfer, you have a clear goal: to get a ball in a series of very small holes, with fewer tries than anyone else. If you weren’t playing a game, you’d achieve this goal the most efficient way possible: you’d walk right up to each hole and drop the ball in with your hand. What makes golf a game is that you…

Characteristics of a Game

When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation. The goal is the specific outcome that players will work to achieve. It focuses their attention and continually orients their participation…

"Real Life" General Game Play

The first thing you'll notice about Real-life is that it about 9 months to start a new character, mainly because two other players have to "register" for a new player to enter the game, fortunately now-a-days "registering" is happening more and more frequently, unfortunately this means that the "sever" getting…

A Harsh Death Penalty Affects the Game "Real Life"

While certainly realistic, the harsh death penalty makes players think twice before trying anything adventurous. Risk avoidance then leads to long stretches of the game where nothing much happens, which can be a bit boring. As a consequence Real Life is one of the few games where the crafting and tradeskill part of…

Classes in the Game "Real Life"

In the early game, there are no clearly defined classes until you begin school and recieve the class of "Student". From there, you have a wide selection of sub-classes you can choose from, such as Nerd, Loner, Jock, or Cool Kid, though you usually just fall into one that fits your character. It can be difficult to…

Language Requires a Common Frame of Experience

The greatest is obsolescence, the meaning of something evocative changing because the players’ reality has changed since the inspiration entered it. William Gibson’s ground-breaking cyberpunk novel Neuromancer begins, “The sky above the port was the color of television, tuned to a dead channel.” Supporting details…

We Have Finite Time to Spend in Life

At IndieCade in October 2011, Adam Saltsman, Canabalt's creator, discussed the notion of "time until death." All of us have a finite amount of time on earth, and any time we spend on a particular activity is time that we can't spend doing something else. This means that the time we spend gaming represents most of a…

Evolution as a Constant Arms-Race

One of the peculiar features of history is that time always erodes advantage. Every invention sooner or later leads to a counterinvention. Every success contains the seeds of its own overthrow. Every hegemony comes to an end. Evolutionary history is no different. Progress and success are always relative. When the land…