You and your fellow experts had been dropped off by helicopter on the island. It was going to be a rush job, but you were used to it by now. You had to work together to explore the area, find the artifacts and get them and yourself back to the helicopter. The problem was, the water level was rising all the time and this small island was disappearing fast. You did have a diver amongst the group, which would come in useful, but all of you had to shore things up as much as possible to buy yourself some extra time. To add to your troubles, you were on a Forbidden Island by Gamewright.
The last time I checked my board game player profile on Quantic Foundry was back in October 2019, so just over six months ago. I must say, I knew there would be some changes, because I was playing more types of games and with different groups of people, but I didn’t quite expect the types of changes there were. So let’s delve into the results from my most recent survey.
In open, or perfect, information games, everything is there for everyone to see. Nothing is hidden. The whole state of the game is right there in front of you. Chess is probably the most famous perfect information game – and the most classic one. However, just because all the information about the game state is available to you, doesn’t mean you actually know everything. In this article, I want to look at what information you need to work out for yourself in these games and what game experience that creates.
There are many things that affect our mental health in some way. It could be a life-changing or otherwise significant event. It could be certain habits we have or things we do – or don’t do. Our physical health can also affect it, as well as the health of someone close to us. Our relationships also have an influence on our mental health. These are all very broad stroke headlines and there are many things that fit into each of those categories. Of course, different events affect each of us differently – in different ways and at different times. Ultimately, it’s about how we deal with these events that decided how they affect our mental health.
“I know,” said the King’s master builder, “if we use modular rooms, all of them square, we could manufacture several of them, all at the same time, in our many workshops, transport them to the site as they are finished, and connect them on-site to build a magnificent castle, befitting our Highness’ standing and reputation. In fact, we could build several castles all at the same time, all as glorious as each other.” ”That’s madness,” his apprentice exclaimed in horror. ”Exactly,” the King’s master builder replied, “but imagine the wonderful feeling of amazement our Royal Highness will get when he surveys the construction from a vantage point Between Two Castles of Mad King Ludwig.”
Here is the classic Pandemic by Z-Man Games which I was given as a Christmas present. Co-operative games aren’t always my thing, but this game was definitely worth a try.
Tabletop game designers want to create an enjoyable experience for people – whatever enjoyable means in this context. From that starting point, they create a game that is balanced, flows well and meets the desired complexity requirements, as well as meets other criteria. They may use the skillset of developers to refine everything, and if a publisher is involved, there will be additional criteria that have to be met. However, in this article, I want to focus on enjoyment, what it means and whose responsibility it is to make a game enjoyable.
“…as more people are put into isolation in specifically built camps that are guarded by military personnel and run by medical experts and support staff brought in from around the country. The World Health Organization has so far identified five different viruses in this global epidemic. A number of scientific laboratories across the world are working around the clock in an attempt to discover a cure for them all, while teams on the ground travel to infection sites to gather samples and monitor outbreaks.” You switch off the TV, because you have to return to your fieldwork and help your team find cures in Pandemic by Z-Man Games.
There is absolute silence and the flickering candles cast eerie shadows of the four people sitting around the table. Everyone has one hand on the table and moves their gaze from face to face, trying to lock onto the thoughts that waft through the other person’s mind. The tension is palpable and the air is thick. There is a faint sound of ticking, as if from a grandfather clock, but it’s not real. It’s in everyone’s head. Yet, it’s not a single clock, but a jumbled rhythm as each player counts down at their own frequency. Then, slowly, everyone withdraws their hand and the game begins. It’s time to get into synch as the game of The Mind Extreme by Nürnberger-Spielkarten-Verlag begins.