Saturday, 10 December 2011

Don't be a videot by Greg Costykyon

Thursday, 8 December 2011

The Royal Game of Ur Essay



In this essay I’m going to talk about the royal game of Ur and what it is and what type of game it is and how it’s played. The royal game of Ur also known as the game of twenty squares it was found in the royal tombs of Ur in Iraq by Lenard Wolley in 1920. The two boards date from the First Dynasty of Ur, before 2600 BC, thus making the Royal Game of Ur probably the oldest set of board gaming equipment ever found. The board was known to be made of red limestone and lapis lazuli. The game is still played in Iraq. One of the two boards is exhibited in the collections of the British Museum in London. The Royal Game of Ur was played with two sets, one black and one white, of seven markers and three tetrahedral dice. The rules of the game as it was played in Mesopotamia are not known but there is a reliable reconstruction of game play based on a cuneiform tablet of Babylonian origin dating from 177–176 BC by the scribe Itti-Marduk-Balāu. It is universally agreed that the Royal Game of Ur, like Senet, is a race game both games may be predecessors to the present game of backgammon. The rules of the game are easy to follow but in some cases the rules can be different depending on what rules you decide to play with, there are four different set of rules for the game to be played with, the general rules are simple to understand. These were also the rules I decided to use even though the other rules would be good to use they were to complex for me to understand so I decided to use these rules instead of the more complicated rules then the game wouldn’t be fun to play. These are the rules i choice to play with and change.
General rules and Objectives
1.      Throw the dice to decide who plays first – highest score goes first, if it’s a draw throw again.
2.      Players take turns to throw three binary lots and move one of there pieces.
3.      Only one piece may be moved per throw of the dice and places must always move forward around the track.
4.      if a counter lands upon a square occupied by an opposing counter, the counter landed upon is sent of the board and must start again from the beginning.
These rules are easy to follow but can be hard when playing the game its easier to win but you would still need strategy also a good throwing hand even if you have a couple of counters left you can still win just by throwing a higher number the more spaces you move. The other rules can be harder to understand but once you know them its easier to play the game, R.C. Bells rules are bit harder to understand when playing each number have there own method of action in the game you can roll 0 and not move any spaces but in bells rules 0 is better for instead of the original rules 0 you don’t move but in Bells rules you move 4 space and throw the dice again nevertheless these rules can sometimes make you loss as a gambler even though you win the game you can the pot you played. In Eddies class we played the game of twenty squares (the Royal game of Ur) the game its self was quit interesting to play you can play for hours trying to stop the opponent from winning but you can end-up losing then you would want to play it again with planning and strategy. When i played the game we used the general rules and objective the game fun with downside of trying to roll the higher number then the opponent , i played a few times then began to think how i could make this game better? i began iterating how can i win by making the opponent lose? How can i have an advantage over the opponent i then played the game again but iterating as i was playing the game i rite some ideas of how i could make it better? Then I played the game again with the new rules I took one rule out added to new ones the rule I took out was if you landed on an opponents counter they lose there counter I changed it to if you landed on an opponents counter you move back one space. The new rules I put into the game were if you landed on a rosette square the opposite player moves back one space. The second rule was if you rolled 0 then both players would have to roll once the person with the highest number moves one space forward. I then began playing the game with my iterations the game was longer but fun I had to think how i could win which direction to move my counters what could I do to win and how to make the opponent lose I had to plan ahead and strategise my tactics to win. The rules worked really well with the game but sometimes it longer for the game to finish. I then tried the game with only one iteration I took the rule if you rolled 0 then both would have roll the dice higher number wins move one space forward out of the game then played again the game was better i could win the opponent could win we had equal opportunities of winning the game was balanced when played. I then began comparing the two game plays of the games most cases my iteration would make the game last longer with the opponents at an advantage the game could be won by any player. When I played the game with the original rules the game finished quick the player didn’t have much of an advantage over the opponent you didn’t really have to plan even though both rules worked sometimes the games would end up with the same results both results would show different ways of winning example: the first game play with no iterations the player would win by taking out all my counters by landing on them with the gaming straight away nevertheless the rules I used for the game would be equal to each opponent with more opportunities to plan your game play and win every time I played it would be so close between the players. Overall the game was interesting to play the style of the board was different to many games played now but the game was fun I thought the board looked good with amazing ancient art work I think the could be better maybe adding new rules extending the board for a wider range of game play also add more players that would be interesting four players who would have the advantage also you would need to plan more ahead deciding what would happen if i did this how could I stop the opposing players from winning could also add trivia in the Example: if you rolled 0 then you get answered a question if you get it right move forward one space if you get it wrong miss a go. There will be so much more competition between players some players would have an advantage if they new the answer to the question. If I had more time I would of design a new board with alternative symbols on the board i would of created new rules with more players getting feedback from other students of what they wanted implemented in the game then played it to see what could be added or changed. Even though the game was old I still enjoyed playing it with and without my iterations. I think the game is extraordinaire in its own way from the past to now the game has been a good experience to play to know what it feels like to play one of the first ever games found an experienced never to forget there’s probably thousands more games yet to be discovered who know one day we could be playing them games.   

What games Designers need to know about story

Sunday, 20 November 2011

My notes on the article by Richard Bartle players who suit muds

He talks about mud's but what are mud's , he says these approaches arise from inter-relationship of two dimensions of playing styles : action versus interaction and world orientated vs player-orientated. He says the analysis hes are labeling for mud's.He says that Trubshaws 1978  game Bartle 1990 and Burka 1995 he says because they were inherited the majority are regarded as games by the players.he explains the types of games and what type of game it is.he talks about the dynamics of games and how to keep the game balanced with simple methods example: to increase number of achievers reduce the number of killers , but not by to much, so if you have 200 achievers then you should have 150 killers and if still 200 hundred add 50 to keep it balanced. In the article hes explaining how to a game balanced with simple actions of change so the games stay fun and  not overdone.

Monday, 31 October 2011

My notes: Tools for creating dramatic games design

Title of the article written by Marc Leblanc. Study of games design : There are different comparisons to traditional narrative forms. He tells us the different media used in games designing , in the first paragraph Marc tells us that games have changed from the way we play them to how the story has changed from the way we see them Example: Zork: This games uses no images or sound but very simple to play with no high graphics just words that make up a story. Saints Row 2: Very high intense game with graphical content with bloody violence with not stop action.Marc tells us of a game called Zetel made in Egyptian times it takes us through high intense gameplay he also tells us that one day we could follow the same path as we would if we were playing the game. Marc tells that games we play are movies that we play to have fun but we chooses which path we want the character to take sometimes we choose the wrong path as we play through the game we don't no what to expect from playing the game as we play and fail we know we the next time what we will expect and then we progress.

Thursday, 20 October 2011

My notes on the gamasutra article

He explains the concepts of what would go into a game and how the structures of the game brings it all together the structures of the games are important without this theres no concept for the game to played. Hes explaining that games on consoles are more advanced than the the past games future games will have high velocity graphics and advanced essentials in future gaming. He says we wouldn't have future games if it wasn't created in the past with the techniques they used to create games. Theres a wide range of possibilities from the past to the future the technology has changed from low resolution to high resolution graphics. He talks about the files on the game you need all aspects of the game if there one file missing then its just a CD with files on it nothing more. the article also explains how games came together and how they have evolved, from pixelated to high tech concept imagery. He explains the aspects of the techniques needed for a playable game to be incredible. Design vocabulary, that nothings change from the past but some aspects are still the same. He knows what to expect from the player and he knows what the player is doing . If you played a game and did something wrong then when you go to play it again you will know what will aspect to happen before it even happens and then you pass the game. If you don't know what your doing and you make a wrong decisions you ll end up dead, if it keeps happening every time you will get frustrated then a game is not fun that's why games need to be balanced.

Wednesday, 12 October 2011

my notes i have no words i must design

I didn't rely understand the article it was to complex but i tryed and i took some notes i don't have much here are my notes. He breaks down the games and explains how a game would come together and what you need to have a successful game. He talks about different types of games and what the player does in the game , the player sets out their own goals and decide what to do without any struggle or disappointment. Different games have different structures you cant take the puzzle out of the game or it will be boring to the player in every game, you must make a decision no matter what even if its quick. Games need to be balanced to achieve a good game. He talks about reality and virtual world of a game and how the possibilities are endless you can do whatever you want in a game but in reality its limited you cant fly away or die and then respawn again or start a fire with your mind you cant take the player out of the game without the component of the game. if theres no structure then the games boring, he also talks about taxonomy classification of something important and makes you want to achieve better to collect coins, orbs and mushrooms that makes you want to keep playing the game i played spiderman ultimate destruction and completed it but i still play it because i want to get more orbs and strengthen my spiderman so i can defeat enemy's faster. Theres different games for different people some like casual other like fast paced games some prefer to play on the PC or on the consoles some even like board games (Rob) this makes us normal we like to have the choice but we choose to do it in different ways.
"Don't let the game play you or you will lose"
  "Young Slikz"
 

Thursday, 6 October 2011

my notes on jesse schell in the beginning there is a designer

She talks about gaining confidence in a person and about how some people lack confidence within them and she trys to make people get in to games straight away. She explains that everyone has confidence but some people have different ways of showing, she tells us how she gains her confidence by repeating sentences to herself. She says without passion you cant be a good game designer if you have passion in your work then you will achieve great things , she tells us work like your doing rubbish and your work will grow and become amazing but if you don't have pride in what you do you wont get no you need to be determined to achieve your goals as a games designer or theres no point even tyring. I think that's true because you have to work hard or you will get no where in life i no whats it like to do nothing at i took and passion in my but then i started to go down hill and i couldn't be bothered to work near to end of collage that's when it hit me i have to work hard or i will work in a factory for my life gluing souls to the bottom of shoes. As games designers we need to communicate with each other or there wont be any ideas flowing around each other and you end up with nothing. i just passed college by one point if i read this article before i was failing i reckon i would took college more serious but now i have read this article it proves that i have to work hard and achieve a good grade or we wont get nowhere in life just a fat guy eating Doritos on the couch watching cash in the attic living of job seekers allowance anyway the article is a good start for people who want to design games but they have to be positive to achieve great things

"Be your own destiny"
Young Slikz

Saturday, 1 October 2011

3 years later

I have finished university, during my third year there I met a wonderful girl whilst at home we met at a car show our brothers introduced us and as the night wen on we spoke and laughed we had such a good time I was enjoying her company something I missed for a long time. The night was a good night we got on so well and I was excited I didn't know why but I then realised I liked her and I new she was the one, as the night progressed I was getting to know her and I thought it was a dream that I haven't woken up to yet that was the best night ever I didn't want it to end. When the night ended I couldn't stop thinking about this girl she was always on my mind she made my heart stop and time slowed down and my night became brighter she was amazing, as I was thinking bout her I thought to myself I want her In my life so I added her on Facebook and what you now she accepted my friend request I was so happy since then we went out together got to know eachother better and we have been together 1 year 9 months and we are  happily in love.

Thursday, 29 September 2011

My first blog

Today we did an interview with each other asking questions these are the answers to the questions.
last live performance : euro gamer,presentations and Alice in wonderland (my sisters school play)
most recent film on DVD or online : miss congeniality 2 armed and dangerous i watch last night.
most recent exhibition or gallery : eurogamer
hours of game play a week : 12 to 15 - call of duty: black ops
hours a week playing sports : (2hours a week football)