Emma, Gil, and Scott discuss winning in games. What defines winning in a game, and what are the different ways games can handle it?
Also, Emma shares a Big Announcement with us.
6m56s: Type 2 – One loser, everyone else wins: Jenga, Cockroach Poker, Kackel Dackel (which Gil mispronounced, and which was published in the US as Doggie Doo), Don’t Wake Daddy, Bimbado/Packesel/The Last Straw (the game mentioned about loading a donkey), Pie Face, Perfection. The balloon game Scott describes is likely Bumm Bumm Ballon, known in the US as Boom Boom Balloon.
8m40s: Gil is using the term “atom” here as defined in the book Characteristics of Games, defined as “satisfying chunks of play shorter than a full game.”
12m05s: We discuss meaning in games, beyond simple “fun,” in Ludology 201 – Are We Having Fun Yet?
12m30s: This War of Mine
15m42s: Geoff discussed this in GameTek Classic 129 – Semi Coop Tournaments.
17m06s: Type 5 – Individual wins/losses
19m52s: The Crossroads mechanism forces players to make choices related to the narrative of the game, and delivers consequences based on those choices. Note that Gil is using “Crossroads” casually here, as only Plaid Hat Games can officially release Crossroads games.
20m46s: Emma’s storytelling game …and then we died.
32m13s: Geoff and Mike discussed legacy games with Matt Leacock in Ludology 121 – Pandemonium.
33m16s: Type 7 – Personal Experience. The chess-themed TV drama The Queen’s Gambit.
48m06s: T.I.M.E Stories
54m28s: Another shout-out for Characteristics of Games. Here’s Gil’s Game Design 101 talk.
59m37s: The video game Hades.
1h03m52s: Check out Errol Elumir’s 13 Rules for Escape Room Puzzle Design.
1h05m44s: Scott’s book Level Up! The Guide to Great Video Game Design.
1h06m54s: Betrayal: Legacy
1h10m23s: You can hear more about player psychographic profiles in Ludology 165 – Fowerian Slip.