Mary & Amabel Holland
Mary & Amabel Holland
  • Видео 176
  • Просмотров 228 107
Hollandspiele August 2024 Update
It’s our eight-year anniversary, but we’ve been busy putting together wood bits for City of Six Moons.
Просмотров: 495

Видео

Tate (1960): The Show About the One-Armed Gunfighter
Просмотров 222Месяц назад
Tate aired in the summer of 1960. A bleak, downbeat “adult western” about a one-armed gunfighter, it only got a single season despite a tremendous amount of talent both in front of and behind the camera. It probably didn’t help that it was packaged with a sitcom about a talking baby. You can support Amabel’s video essay work here: Patreon.com/amabelholland You can buy our board games at holland...
Games as Toys: Physicality, Function, Design, and Art
Просмотров 2,2 тыс.Месяц назад
Amabel Holland explores the meaning and art of physical objects, and the rhetorical frameworks we use to discuss them. In what is likely the only video essay to feature both Josef Albers and Captain Kangaroo, she discusses some objects she inherited from her grandmother, the game Connect Four, the output of Enoch Light’s Command Records, some obscure word games, puzzles by Jean-Claude Constanti...
The Girl Is Out There: Finding Myself In “Go Fish”
Просмотров 4552 месяца назад
In this short video essay, Amabel Holland discusses the many times she’s watched “Go Fish” over the last thirty years, and how it informed her sense of self, sexuality, and gender.
Q and Amabel July 2024
Просмотров 3612 месяца назад
Amabel answers your questions about train games, PNPs, multimedia projects, and City of Six Moons. 00:01 Train games; 01:23 PNPs; 03:32 Multimedia games; 04:37 Ancient games; 05:54 Surprises of Six Moons; 08:04 Six Moons Update.
“It is impossible to make an antiwar film.”
Просмотров 1,4 тыс.2 месяца назад
We all know the famous Francois Truffaut quip about how it’s impossible to make an antiwar film. Except, Truffaut never said those words. In this short video, Amabel Holland looks at what he really said and the rhetorical purpose of this misquotation.
Amabel Recommends: Lines on Sides & Unmurk
Просмотров 2803 месяца назад
This Steam Next Fest, Amabel recommends you try out the demo for Lines on Sides, and the same developer’s Unmurk.
Hard Mode: Difficulty, Agency, and Narrative Gates
Просмотров 9333 месяца назад
Games are the only art form where parts of the experience are “gated” - revealed after completing challenges or making choices. In this wide-ranging video essay, Amabel Holland looks at this structure, where it came from, how it has developed, and how it’s been used in specific games to create meaning. She also touches on film and television, and the ways in which their norms and structures, im...
City of Six Moons
Просмотров 1,9 тыс.3 месяца назад
City of Six Moons is a game from an alien culture. You’ll need to figure out how it works on your own. In this video, Amabel Holland answers some frequent questions she’s gotten about this unusual new game, coming from Hollandspiele in June 2024.
A Look At Striking Flint
Просмотров 6614 месяца назад
John du Bois’s Striking Flint turns the worker placement paradigm on its head in this evocative cooperative game recreating a pivotal victory in American labor history - the 1937 Flint Sit-Down Strike.
Replay Value: Repetition, Ritual, and Improvement
Просмотров 1,1 тыс.4 месяца назад
In this video essay, games weirdo Amabel Holland explores why she tends to play only one faction or character in games that have several. Is there value in focusing on a narrow slice of a game’s decision space? How does repetition interact with memory, learning, improvement, and creative play? Games discussed include the board games Root and Lost Ruins of Arnak, and the video games Tekken 7, Ne...
Brad Smith’s Comet: Overview
Просмотров 6204 месяца назад
Amabel Holland introduces you to Brad Smith’s new solitaire game, Comet, about brave people risking - and sometimes losing - their lives in resistance to fascism. Guide the fate of the famous Comet Escape Line in World War II in this remarkable game. 00:01 Introduction 00:55 Sample Turn 1 04:00 Sample Turn 2 05:13 Sample Turn 3 05:58 Situation at End of 1941 06:33 Conclusion
Ten Dollars Words In Under a Minute
Просмотров 3465 месяцев назад
Amabel takes you through her weird new auction game, Ten Dollar Words!
Q & AMABEL MARCH 24
Просмотров 4515 месяцев назад
Amabel answers your questions about Mao, her book, why people like trains, and second editions.
Beware the Ides of March - Game Overview
Просмотров 1,2 тыс.6 месяцев назад
Beware the Ides of March is the latest operational sandbox from designer John Theissen. In this video, Amabel Holland highlights some of the mechanisms that create texture and context for your decisions in this approachable hex-and-counter game.
Cole Werhle on John Theissen's Games
Просмотров 2,4 тыс.6 месяцев назад
Cole Werhle on John Theissen's Games
Interview with Smight (Arcade Pit)
Просмотров 2826 месяцев назад
Interview with Smight (Arcade Pit)
My Favorite Game Show: Cruelty, Comedy, and Game Design
Просмотров 1,1 тыс.6 месяцев назад
My Favorite Game Show: Cruelty, Comedy, and Game Design
Table Battles Doomed Sample Battle: Agincourt
Просмотров 3877 месяцев назад
Table Battles Doomed Sample Battle: Agincourt
Table Battles: Doomed Overview
Просмотров 3917 месяцев назад
Table Battles: Doomed Overview
q and amabel jan 24
Просмотров 2837 месяцев назад
q and amabel jan 24
Board Games As Puzzles: Problem Design & Player Agency
Просмотров 1,3 тыс.7 месяцев назад
Board Games As Puzzles: Problem Design & Player Agency
But Then She Came Back
Просмотров 8178 месяцев назад
But Then She Came Back
Games As Synthesis: Non-Mechanical Sources of Meaning in Board Games
Просмотров 1,9 тыс.8 месяцев назад
Games As Synthesis: Non-Mechanical Sources of Meaning in Board Games
Hollandspiele November 2023 Update
Просмотров 4279 месяцев назад
Hollandspiele November 2023 Update
Why 'Doubt Is Our Product' does not have a solo mode
Просмотров 78710 месяцев назад
Why 'Doubt Is Our Product' does not have a solo mode
Doubt Is Our Product Overview
Просмотров 1,7 тыс.10 месяцев назад
Doubt Is Our Product Overview
Hollandspiele October 2023 Update
Просмотров 62910 месяцев назад
Hollandspiele October 2023 Update
Should Board Games Be Frustrating?
Просмотров 2,3 тыс.10 месяцев назад
Should Board Games Be Frustrating?
Hollandspiele September 2023 Update
Просмотров 74711 месяцев назад
Hollandspiele September 2023 Update

Комментарии

  • @thepardoner2059
    @thepardoner2059 6 дней назад

    This game is brilliant. Thank you for creating it.

  • @cirnet
    @cirnet 12 дней назад

    my wife got me this for my birthday and it is so amazingly fantastic! I think there may be a typo in the rules, though: on page 🔺, the setup tableau shows both the front *and* back of one of the 4 red/blue cards - the one with the plant in center on the front and "3 city for blue pawn, 1 yellow city for red pawn, two data for six bunny-ears" on the back. since every other example-image in the rules shows a possible coherent board state, I feel like this may have been an Amabel error from not correlating which fronts were paired with which backs (or even from the printing process mis-associating the fronts and backs of those 4 cards, or a balance pass that didnt update the rule reference) rather than an intended obscurity from the alien language. is there any chance I could get a confirmation of whether or not this was printed as intended?

  • @carlrobinson3703
    @carlrobinson3703 17 дней назад

    What is art? Your editing choices at timestamp 22:53.

  • @soIarjetman
    @soIarjetman 17 дней назад

    A personal touch, really means a lot. Congratulations on the success of City of Six Moons, a very special game.

  • @ricottma
    @ricottma 19 дней назад

    Congrats on the success. You deserve it. Does this mean for-ex 2 is backed up? Noooo

  • @ThePinkPhantom
    @ThePinkPhantom 20 дней назад

    Happy for your success and congratulations on 8 years!

  • @MeanderingMikesManCave
    @MeanderingMikesManCave 21 день назад

    I'm going to make more work for you ... and order today! 😉 💸

  • @Blokoddity
    @Blokoddity 21 день назад

    Congratulations! I am thankful for coming across Hollandspiele about 7 years ago. Not to be dramatic but it changed my life in so many positive ways. Cheers to Hollandspiele’s continued success and looking forward to the many weird and wonderful pieces of art to come

  • @l_ROAR_l
    @l_ROAR_l 21 день назад

    Thank you for all the care and humanity that goes into everything you do. The hobby would be much worse without the two of you!

  • @DentedRazor
    @DentedRazor 21 день назад

    Congrats on 8 years! Thanks for producing unique games that explore so many different topics (especially Heading Forward and Doubt is our Product, both giving me deeper empathy for some of the struggles my mother went through in her life). Thanks also for the humor you put into these as well. Most importantly, thanks for being you!

  • @sksmith7736
    @sksmith7736 25 дней назад

    Interesting. I've watched a lot of old westerns but never heard of this one before.

  • @TwentySeventhLetter
    @TwentySeventhLetter 29 дней назад

    From a young age, I've been interested in video game design, and I remember the slight insult and confusion I felt when learning about how much more vaunted the title of game "developer" was than "designer", as one implied that you could "wear more hats" and, more truthfully, make more money than what many seem to treat as just the "idea guy". But for me, the beauty of such games is almost entirely in their design, in the concepts that underlie the systems that produce memorable and meaningful experiences. The technology used to program them and the illustrative artistry that goes into presenting them are entire disciplines worthy of merit, but I have seen comparatively little respect be paid to the curation of those elements so they work in harmony to produce stories that people can share with each other. I have interest in all of those instruments in the orchestra of a wonderful game, but I don't just want to tell stories, I want to provide a canvas for others to tell stories. I remember learning about the shift from when the people who worked on games were not routinely credited (and how they often smuggled their own credit in unorthodox places), and how the value of the art they produced changed when video games started to really take off as commodities. I'm sort of rambling at this point but I wanted to thank you for sharing your thoughts and for caring enough about this topic, which is very much a special interest of my own, to talk about it at such length and invite discussion on it. So thank you!

  • @egoDEATH33
    @egoDEATH33 Месяц назад

    That's kinda sad at the end about the uncredited BG inventors. 😢 Thanks for the video. 😊

  • @christianjohansson7185
    @christianjohansson7185 Месяц назад

    Wow I had no idea this existed. We only got the Cartwright Brothers syndicalised here, and that was during the nineties. so while cowboys were popular, most are unknown. This feels miles better than most stuff. On a completely unrelated note, I once read an old science fiction novel about a one armed cowboy, who is teleported to the moon and fights a prehistoric ape dictator and his sabretooth tiger, in his evil harem empire on the dark side. Very strange, and a lot of monologues on self reliance and the virtues of tech skills, mixed with gratuitous old school scifi.

  • @Smallfrogs
    @Smallfrogs Месяц назад

    I've been binging through your videos and I have learned so much. You have a really engaging and easy to understand way of discussing game design concepts. Motivates me to make more

  • @robertsegovia8511
    @robertsegovia8511 Месяц назад

    My copy just arrived today, and I'm obsessed! It really is like an archeological discovery, trying to infer the meaning through context and patterns. I love cryptography, semiotics, puzzles, and games, so this really hits a sweet spot for me! I think 75% of the fun will be making sense of the rulebook and trying different iterations to see if it starts to make sense for me.

  • @nicksherefkin8715
    @nicksherefkin8715 Месяц назад

    Thoughtful, fun video so naturally I am most drawn to commenting on the brief segment about the most tedious question of all human existence. McCloud's definition of art is surprising and inclusive but it is also practically difficult to cleanly define what behaviors correspond to survival or reproduction. David Graeber has a wonderful essay about evolution, play, and the meaning of life (What's the Point If We Can't Have Fun?) that is inspired by how resistant many biologists can be to the idea of animals playing for the joy of it. E.g., dolphins get high on puffer fish to practice socializing for mate selection, foxes chase each other to train for hunting, etc. Neo-Darwinists often have a analogous view of humans that any activity unrelated to evolutionary fitness is deviant or dysfunctional. I guess they would say that according to McCloud, art is everything that is frivolous. All this rhymes a bit with the philosopher Bernard Suit's work to define what a game is. For him, it is about players striving to bring about a state of affairs while subscribing to rules that they obey for their own sake. Like, solving a Yuu Asaka tile game is only a game for you if you would reject someone offering to solve it for you. I can setup a checkmate on a chessboard but it's only a game if my opponent and I pursue checkmate while following the rules of chess. Even if I am given a 100% surefire way to cheat and win, if I am playing a game, I will refuse it. Otherwise Suits thinks it's better to describe me as completing a task. The video made me appreciate how toys' materials and physical design can be wonderful inducements to enjoying the rules of a game. Tic-tac-toe is bad but holding chunky stones under the gaze of whimsical animal statuettes makes the idea of obeying its rules more appealing.

  • @Glazius7
    @Glazius7 Месяц назад

    23:35 oh, "RPG" is a real weird one. What it means is "this game reminds me of D&D", and how it got that meaning is a real corker, told in full in Jon Petersen's "The Elusive Shift", but if you want the Cliff notes: the original version of D&D rules were for "fantastic medieval wargames" and barely even brought the words "role" and "play" into the same sentence, but Gygax brought it out as a clapback in some early 'zine banter as a thing that D&D _wasn't supposed to be about_. It was supposed to be about solving the puzzle of the dungeon in front of you. It wasn't about pursuing power and agency in a fantasy world, creating a role that you would enjoy playing. But after that, the phrase caught fire in the discussion community, and games whose play was intended to be a social activity like D&D would label themselves "role-playing games", and so in 1977 the first edition of Basic D&D is now for "fantastic medieval role playing". But as a socially adopted term of genre, its strike zone is just as wide as the audience it reaches. Maybe as more people play games that are social activities like D&D to explore questions of identity and foster relationships, more visual novels will be called RPGs. (Well, that's the descriptivist take, anyhow. The prescriptivist take doesn't explain why people call Pentiment an RPG, but might explain why its developers only call it "a narrative adventure": a computer RPG has elements of character identity separate from player interaction and there are interesting decisions pointed at those character elements. In Disco Elysium you're there to solve the crime, and you can make decisions to pursue that end or to define Raphael Ambrosius Costeau; Pentiment centers its narrative much more in that all the decisions you make to define your characters are part of it.)

  • @JosephSantoro
    @JosephSantoro Месяц назад

    Great new channel to binge!

  • @Djpokemon12
    @Djpokemon12 Месяц назад

    it was really cool subject for a video, and love the progression of the chapters. I wish it was a little less of a review for some parts, but still a really strong message.

  • @fledge31
    @fledge31 Месяц назад

    Really enjoying these videos, Amabel! Your ending question about what art could look like without the constraints of capitalism made me think of a local, modern art museum called Glenstone. It was privately funded by an incredibly wealthy couple, and it has free entry. The museum showcases lots of really thoughtful pieces, and spares no expense when using space to help convey meaning. Efficiency is not remotely their goal. And there’s no need/desire to make money from it. Kind of fascinating. We need more super rich people supporting artists!

  • @macsnafu
    @macsnafu Месяц назад

    I want to like this video--I am interested in various types of games and puzzles, but somehow, to use your own term, the video is just not very "compelling". I get what you mean by the physicality of a game. There's a game called Shuttles, which is an interesting physical form, but the game itself isn't all that fun to me. At an estate sale, I found a solitaire puzzle called Magnetic Square Puzzle, where these different sized blocks of wood are supposed to moved around from the starting position to another position, without removing them from the board--you have to simply slide them around. There are variations of this game, and the solution (TWO solutions, actually) can be found online. It probably wouldn't be too hard to simulate it on the computer, but the puzzle goes back decades before computers were around. I'm always a bit frustrated by computer adventure/mystery games because the puzzles usually seem unrelated to the storyline of the game. Not always, there's some good ones out there. But often enough to make me one of those complainers. I want to be part of a story and uncover the mystery, OR I want to work out puzzles, but I usually don't want to do both at the same time. And if you really want to talk about the physicality of a game, what about miniature golf? I just love the wackiness of some mini golf designs, which are of course much more fun in real life, with actual golf balls and putters, than on a computer screen.

  • @6xw_a
    @6xw_a Месяц назад

    Wow, just wow. Thanks for doing this Amabel. It was really well put together and I learnt so much.

  • @Studio_369
    @Studio_369 Месяц назад

    Prima material! Thank you for this wonderful tribute to tactile media, the art of design, and the design of art! As a puzzle designer myself (even though primarily in a not-so interactive style of books/PDF files) this was a treat to watch and I will love to share this with other people.

  • @BaumMiner
    @BaumMiner Месяц назад

    High quality content, just scrolling through recommendations

  • @Rugerfred
    @Rugerfred Месяц назад

    Looking forward for the Immersion & Alienation video, as I have a talk (recorded on video on my channel) against immersion myself.

  • @ryleighrage
    @ryleighrage Месяц назад

    I never expected my music to be playing in the background of a Slap Chop commercial. And to have it to be relevant to the topic! Impressive stuff. Also, I’d read an Amabel pop-up book.

  • @biffybeans
    @biffybeans Месяц назад

    Really good essay. ❤ I love these. To me, all games/puzzles/toys are art objects. I also enjoy the physicality of games and own a few I may never play because I get enough out of studying their physical existance.

  • @Smallfrogs
    @Smallfrogs Месяц назад

    This was an instant subscribe to the channel! I'm so glad I got reccommended this video this is right up my alley!

  • @tedchevalier
    @tedchevalier Месяц назад

    I think that your videos, about these deeper game subjects (and within a historical context), are the most compelling types of content in the board game RUclips landscape. I'm always thinking about and attempting to understand what it is that I like about board games, so I appreciate your commentary on this.

  • @iswearimcoolguys
    @iswearimcoolguys Месяц назад

    I just started this video but I wanted to comment because the premise and intro sound great so far and RUclips threw this in my recommendations!! Yay!!

  • @obandsoller
    @obandsoller Месяц назад

    Really interesting and thoughtful as usual. The shuffle the dice in the box dance was cute.

  • @DentedRazor
    @DentedRazor Месяц назад

    This was fantastic, thanks so much for another great video! I enjoys those bits of humor as well. Like your game designs, I appreciate the consideration of the emotional response, definitely adds another dimension of enjoyment.

  • @MeanderingMikesManCave
    @MeanderingMikesManCave Месяц назад

    Fascinating exploration ... thank you!

  • @stevenphillips1443
    @stevenphillips1443 Месяц назад

    fascinating stuff. I guess it was "don draper engineer". RIP your GMA. a Welshman writes ..

  • @marcelineleiman4330
    @marcelineleiman4330 Месяц назад

    This video is genuinely fantastic Amabel! 🎉

  • @Rigdereine
    @Rigdereine Месяц назад

    It's sad that there is no shipping available to Germany. I've heard a lot about it, and I wish you the best of success from around the globe.

    • @amabel_holland
      @amabel_holland Месяц назад

      Second Chance Games will ship to Germany.

    • @Rigdereine
      @Rigdereine Месяц назад

      @@amabel_holland I tried to order from them, but they only offer "Collect at the shop" and I couldn't find any in Berlin :(.

    • @Rigdereine
      @Rigdereine Месяц назад

      @amabel_holland Thank you for taking your time to help me. I will try again and try to reach out to them. Thank you for creating City of Six Moons and have fun 👍 Edit: I was confused with the website. After your comment, I trusted the site, and now the order is on the way.

  • @LadyLunarSatine
    @LadyLunarSatine Месяц назад

    I have never even heard about this film before but consider me curious now.

  • @mordredraal3956
    @mordredraal3956 2 месяца назад

    That bit about Max derailing a conversation, where she should provide comfort, with revenge fantasies, hit a bit too close to home for me. Did that a month or two ago, albeit in less severe circumstances >> Much work still to be done. Anyway! Great essay! Made me Feel things! 10/10! :p

  • @partymeeple5633
    @partymeeple5633 2 месяца назад

    The only time I've ever chatted to a publisher about one of my designs. The fact I said the amateur art (original version) would always need to be free to print n play ended the email train. Which I thought was odd because I imagine having a game print n play would have ZERO impact on sales. So good on you folk for providing stuff as print n play as well as production copies.

  • @themissinglint
    @themissinglint 2 месяца назад

    Great analysis!

  • @gutterdaughter
    @gutterdaughter 2 месяца назад

    queer cinema is a letter from home

  • @bayonetbrant
    @bayonetbrant 2 месяца назад

    a very normal comment supporting you continuing to find your voice and your continued journey toward happiness 😎

  • @numero6jbs
    @numero6jbs 2 месяца назад

    Love your games btw...

  • @numero6jbs
    @numero6jbs 2 месяца назад

    I'd love to have a Print&Play option for Dinosaur Gauge :) If I want to buy from second chance games to Spain it'll be 120 + €. An European distributor will be perfect. Or you convince UK to revert Brexit 😂 You've got my three options. 😀😀 Take care

  • @milascave2
    @milascave2 2 месяца назад

    I disagree. There is a movie, based on a book, called. "Johnny got his gun." It is a. movie that nobody could say makes war look fun or exiting. "Johnny got his gun." It doesn't have.a single battle SCENE. IT's ABOUT A WORLD one veteran who loses all four limbs, his face, and four of his five senses. The movie starts with him being in the hospital and realizing, as it happens, that he is losing one limb after another. I've never seen a horror movie that horrifying. The rest of the movie is set in a hospital, where he is somehow kept alive in that condition, although he does not want to be. It is all voiceover of his thoughts, since he can neither speak nor hear., interspersed with flashbacks of his memories, none of which are in a battlefield. Eventually, he does figure out a way to communicate, by lifting his head up and down to Morse code. It takes people in the hospital a while to figure out what he is doing. But when they do, they "talk" to him by tapping Morse code on his forehead. They ask him what he wants. He says that he wants to be taken around and exhibited as an example of what war can do to people. They say "No." He says, "Then I want to die." They say "No" again. But soon, a nurse does try to kill him by removing his life support system. He realizes what is happening and prays to God that she have a wonderful life. But she is discovered, presumably fired, and he is saved, against his will. Then he is given drugs and falls into a. meaningless narcotic dream state. It is as bleak as it gets, and if you can find anybody who is inspired to join the military by that movie,, you have found somebody who is completely insane.

    • @amabel_holland
      @amabel_holland 2 месяца назад

      To clarify, what are you disagreeing with? The quote that the video is itself disagreeing with? (Also, yes, it's a remarkable film and book.)

  • @ZachariahJ
    @ZachariahJ 2 месяца назад

    Being an old fart, growing up in the 1970s, it was hard to move for movies that glamourised violent criminals - Scorsese was one of the worst culprits. People were going around dressed like gangsters, disco songs were made about the mafia - it was all a great laugh! They were pro-gangster, pro-violence, pro-extortion... and the critics loved them!

  • @RiccardoMasiniWLOG
    @RiccardoMasiniWLOG 2 месяца назад

    Great video, and I definitely agree with the content. I like to define what you describe as the "subjective element" of the gaming experience: our perception, our actual management of the components, our expectations about the game, our relation with the visual interface and also what we gain from the experience itself. All those elements are individual, but at the same time related to the other player's experiences as well... and in that regard, I have another question for you: is the very same game, with the very same components, with the very same rules, with the very same material objects unchanged from one gaming group to another? I can play Supply Lines of the American Revolution with one of my buddies and we will get one kind of experience... I can play the very same SLAR copy with another friend and we would have a totally different experience. Even when I am playing the same solitaire I get different sensations and I put different meanings in the experience: one evening I can play Western Front Ace and have a blast even if I am getting shot down at every sortie, and the next evening I can get totally frustrated and out of the gaming flow even when I am racketing up medals and awards left and right. And, finally, as you say, this is the immense strength of analog boardgames, the one highlighted by Dunnigan himself when he compared analog to digital boardgames, human "mushware" with computer hardware. All of this belongs to the great family of non-linear elements of boardgaming: those aspects that relate to and can even be originated from the actual math at the basis of our games, but which also give its true meaning and elevate to its true form of art pieces. Thanks for the video and keep up the good work!

  • @michaeledwards6683
    @michaeledwards6683 2 месяца назад

    i like some of the truffaut movies. what the fuck does he know about war?

  • @6xw_a
    @6xw_a 2 месяца назад

    What a powerful essay. Thank you so much for putting it together. To reinforce your thesis take the D&D Dragoblance saga: those books were written as a result of playing a game!