I was reminded of the wallet in Ponzi Scheme. The set of actions around it (putting money in the wallet, passing it to another player, looking inside) really make the game pop.
On the topic of mechanisms that causes immersion in a game, one of my favorites is when you spice your food in Kitchen Rush. Your fingers, by product and rules design, naturally pick the cubes representing spices like you are really the chef seasoning the plate.
Do you distinguish between immersion in play mechanics and immersion in strategy? I like abstracts, and do enjoy nice components, but clear information design really helps with focusing on the game. I like lots of euros that tend towards spartan design- age of steam, splotter titles which make it easy to read game state, but aren’t immersive in the sense you present here.
In a future show, I'll talk about "immersion" (in the way I'm using it here) when I talk about decision-making in games, as to how closely does the decision-making process align with the role you are playing in the game. The term immersion has different definitions, and I think you are talking about the meaning of it as "being absorbed" in the gameplay, which can happen without any connection between the role you are playing in the game and the actions and decision-making you are taking, such as in more abstract games. We'll also talk about "flow" on a future show, which aligns with the concept of being absorbed in the game play.
The only thing I don’t want to see in an escape room is a 4 letter combo lock that I have to find letters hidden around the room. Makes my avatar roll its eyes.
How many sheets to a packet of money? Where do they tell you to assemble them, in the rulebook? Is an individual paper of money as thin as normal 20lb copy paper?
The real reason I don't enjoy the buffet is because the food is almost universally a lower quality. There may be a couple of items that really appeal, but most of them are meh at best. But a fifteen course meal doesn't usually have the same issue because it is curated with intent. I think that is more of an issue with too much random crap instead of an abundance of riches. A firehose of components is a great thing when everything is well considered and implemented. But when it is just created and dumped in as a "value add" it potentially dilutes the quality of the rest of the game. That all still works with many of the Kickstarters you dislike, but for different reasons.
again intressting content :) - one minor citissime - your audio overshoots in this clip a lot, hope you can find the cause and fix - Would add to this vidoe - the basic of the game should work - without the extra bit - than add somethin (tastefull)- A game with chunky baseprinciple won't shine ever :) If your principle of the game is buffet blender then go for it ^^ and hope for the best
I was reminded of the wallet in Ponzi Scheme. The set of actions around it (putting money in the wallet, passing it to another player, looking inside) really make the game pop.
On the topic of mechanisms that causes immersion in a game, one of my favorites is when you spice your food in Kitchen Rush. Your fingers, by product and rules design, naturally pick the cubes representing spices like you are really the chef seasoning the plate.
I really look forward to listening to these this summer - useful for keeping my game design brain running between the Winter and Fall term!
Excellent. Thank you Scott. Looking forward to more.
Great video Scott -- you always have some great food for thought. Really glad to see you back sharing your gaming insights.
Thanks Scott!
Hi Scott!
Do you distinguish between immersion in play mechanics and immersion in strategy? I like abstracts, and do enjoy nice components, but clear information design really helps with focusing on the game. I like lots of euros that tend towards spartan design- age of steam, splotter titles which make it easy to read game state, but aren’t immersive in the sense you present here.
In a future show, I'll talk about "immersion" (in the way I'm using it here) when I talk about decision-making in games, as to how closely does the decision-making process align with the role you are playing in the game. The term immersion has different definitions, and I think you are talking about the meaning of it as "being absorbed" in the gameplay, which can happen without any connection between the role you are playing in the game and the actions and decision-making you are taking, such as in more abstract games. We'll also talk about "flow" on a future show, which aligns with the concept of being absorbed in the game play.
The only thing I don’t want to see in an escape room is a 4 letter combo lock that I have to find letters hidden around the room. Makes my avatar roll its eyes.
How many sheets to a packet of money? Where do they tell you to assemble them, in the rulebook? Is an individual paper of money as thin as normal 20lb copy paper?
Yes, it's in the rules. It's 10 bills to a packet, and each bill is on thin paper. Then you use a sticker to wrap the bundle.
The real reason I don't enjoy the buffet is because the food is almost universally a lower quality. There may be a couple of items that really appeal, but most of them are meh at best. But a fifteen course meal doesn't usually have the same issue because it is curated with intent.
I think that is more of an issue with too much random crap instead of an abundance of riches. A firehose of components is a great thing when everything is well considered and implemented. But when it is just created and dumped in as a "value add" it potentially dilutes the quality of the rest of the game.
That all still works with many of the Kickstarters you dislike, but for different reasons.
again intressting content :) - one minor citissime - your audio overshoots in this clip a lot, hope you can find the cause and fix -
Would add to this vidoe - the basic of the game should work - without the extra bit - than add somethin (tastefull)-
A game with chunky baseprinciple won't shine ever :)
If your principle of the game is buffet blender then go for it ^^ and hope for the best
Yup, this was a new mic, and I didn't have the levels right. I think I've got it lowered in the camera for next time.