- From: Christopher Allen <ChristopherA@lifewithalacrity.com>
- Date: Sat, 26 Mar 2022 14:11:34 -0700
- To: Manu Sporny <msporny@digitalbazaar.com>
- Cc: Credentials Community Group <public-credentials@w3.org>
- Message-ID: <CACrqygACPCNgL13_i+_KT57b0AHH7b5rr7524ACxT75TsK7k6g@mail.gmail.com>
On Sat, Mar 26, 2022 at 12:59 PM Manu Sporny <msporny@digitalbazaar.com> wrote: > "More protocol designers need to study game design." > I agree with Manu that as a community we need to learn from game design, and in particular, cooperative game and incentive design. This is why Shannon and I wrote a book on the design of cooperative games, and I've had many of my blockchain community peers say after reading "Part 3: Theory of Cooperative Games" — "Oh, I can see now why you wrote this book!". We both want to follow this book up with a book on Cooperative Play, and a third on Cooperative Work and Incentives — the first is 1/3 complete. Unfortunately too much work, too little time! -- Christopher Allen "Meeples Together: How and Why Cooperative Games Work" https://www.meeplestogether.com/about/ The authoritative source on cooperative board games and card games for gamers, aficionados, critics, and designers, featuring a deep dive into co-op gaming’s titles, mechanics, theory, and frontiers. Table of Contents Foreword by Matt Leacock Chapter 1: The Basics of Cooperation Part One: The Spectrum of Cooperative Gaming Chapter 2: Styles of Competition — Case Study: Terra Chapter 3: Styles of Teamwork — Case Study: Contract Bridge — Case Study: One Night Ultimate Werewolf Chapter 4: Styles of Cooperation — Case Study: Pandemic — Case Study: Forbidden Island — Case Study: Forbidden Desert Part Two: The Mechanics of Cooperative Games Chapter 5: Cooperative Systems — Case Study: Flash Point: Fire Rescue Chapter 6: Challenge Systems — Case Study: Robinson Crusoe — Adventures on the Cursed Island Chapter 7: Players Facing Challenges — Case Study: Shadows over Camelot — Case Study: Battlestar Galactica: The Board Game Chapter 8: Players Undertaking Tasks — Case Study: Arkham Horror 2e Chapter 9: Adventure Systems — Case Study: Mansions of Madness 2e Part Three: The Theory of Cooperative Games Chapter 10: A Theory of Cooperative Gaming — Case Study: Space Alert Chapter 11: A Theory of Challenge Design — Case Study: Ghost Stories Chapter 12: When Games Go Wrong — Case Study: D-Day Dice Part Four: Cooperative Frontiers Chapter 13: The Psychology of Cooperative Gaming — Case Study: Hanabi Chapter 14: Assembling the Puzzle — Case Study: SOS Titanic Appendices Appendix I: The Basics of Game Design Appendix II: Game Design Dilemmas Appendix III: Game Design Types Appendix IV: Game Design & Social Theories Appendix V: Cooperative & Teamwork Game Synopses & Reviews Index Continuing case studies, thoughts, apocrypha, and more are available in our Meeples Together blog https://www.MeeplesTogether.com Quotes “Meeples Together is a must read for any emerging game designer, and an interesting read for all hobby gamers.” —Richard Launius, designer of Arkham Horror “If something I did is not in Shannon and Christopher’s book, I’m not sure I did it.” —Mike Selinker, co-designer of Pathfinder Adventure Card Game, Thornwatch, and Betrayal at House on the Hill “This is the single most valuable resource to date for the design of cooperative games. Thorough and detailed, it walks through common patterns and problems succinctly and clearly.” -Raph Koster, author of A Theory of Fun -- Christopher Allen
Received on Saturday, 26 March 2022 21:17:24 UTC